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 Simple Prelock Adjacent Photon 
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Posts: 3141
Location: Kansas
Unread post Simple Prelock Adjacent Photon
This is a barebones prelock on a specified adjacent sector. Its use could easily get a player #SD# without proper precautions. It lacks spoof protection, and the alien detection would need to be moved as indicated below. The delaytrigger activation may not appear to be working, but it happens extremely fast on the backspace and re-entering of the last digit.

Code:

send "/"

waitfor "Armd"
gettext CURRENTLINE $torps "Phot" "³Armd"
striptext $torps " "
striptext $sector " "

if ($torps = 0)
   echo ANSI_12 "** You don't have " ANSI_11 "any " ANSI_12 "ptorps!!!"
   echo ANSI_15 "** Shutting Down!"
   halt
end

echo ansi_12 "***Enter prelock sector to photon****"
getConsoleinput $preLockSector

getlength $preLockSector $len

cutText $preLockSector $digit ($len - 1) 1

send "cpy " $preLockSector

:lblStartWatch
  setTextTrigger figHit :figEnter "Report Sector " & $preLockSector & ":"
  setTextTrigger limpHit :limpActivate "Limpet mine in " & $preLockSector
  setDelayTrigger alive :alive 45000
  pause

:alive
  setDelayTrigger alive :alive 45000
  send #08 $digit
  pause

:limpActivate
  killtrigger figHit
  killtrigger alive
  send "* q"
  halt

:figEnter
   killtrigger limpHit
   killtrigger alive
   send "* q"
   halt
   
# below checks for alien hits - move up after "killtrigger limpHit" along with other spoof checks
    getwordpos CURRENTANSILINE $pos ": " & #27 & "[1;36m" & #27 & "[33m"
  if ($pos > 0)
     send #08 $digit
     goto :lblStartWatch
  end

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Fri Nov 26, 2010 2:29 pm
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Unread post Re: Simple Prelock Adjacent Photon
My testing shows little advantage in speed by prelocking Prom...Sorry!

approx 8 ms difference on the beta software and isp's would need to be on.

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Fri Nov 26, 2010 3:05 pm
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Unread post Re: Simple Prelock Adjacent Photon
Parrothead wrote:
My testing shows little advantage in speed by prelocking Prom...Sorry!

approx 8 ms difference on the beta software and isp's would need to be on.


Yeah, not a lot of difference and ISP does have to be on. The difference was just enough to hit the gridder on the way out, but the frequency really isn't very good. My mindset as a solo is to get every ms I can because I am stuck with my ping and can't rotate defense to someone with a better ping (where the real advantage comes from). I think a lot of our scripts are hitting the ceiling on performance.

I appreciate your testing it though because I really had no idea of how much it might speed things up except that I did see some improvement on hitting the gridder. I am not on the beta anywhere and I am looking forward to using the in-game timing to test different ideas.

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Fri Nov 26, 2010 3:48 pm
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