shiningwhite
2013-01-02 19:18:40
I haven't actually written any code, as I have yet to perfect the procedure,
but I'd like a little feedback on what I have planned so far.
First, the include would contain 2 procedures:
Loot Mapper
Begins on script startup, creates arrays for loot pile storage that include loot mm coords, time made, and lootpile checked status. The procedure will mark all loot found on startup as checked, so as not to robotically check all available loot on map.
LootUpdate
Called whenever a kill is completed, or on a timer. Updates loot map information with new piles and timed out piles. Checks the loot of new piles against desirableness list, and then loots if desirable is found then marks pile as looted.
The loot map will consist of an array of length 50 to contain all loot pile entities. It will grab red dots from minimap, and then convert it to a global position using sps. Then, it will store the lootpile in the array to be checked by the looter function. Only new piles within a certain distance of current minimap center will be checked. The loot mapper will assign an index of 0 to 49, and then rotate back to 0, replacing any previously held entity. This is to keep the array within a small memory requirement, as well as to delete old entries that no longer exist.
The benefits of looting as such is total control, and 100% desireable loot collection. It will never miss a charm, or a valuable loot drop. It is also allows for complete loot list customization without the need for color of specific items.
Does anyone see any glaring error as far as my tentative procedural plan goes?
but I'd like a little feedback on what I have planned so far.
First, the include would contain 2 procedures:
Loot Mapper
Begins on script startup, creates arrays for loot pile storage that include loot mm coords, time made, and lootpile checked status. The procedure will mark all loot found on startup as checked, so as not to robotically check all available loot on map.
LootUpdate
Called whenever a kill is completed, or on a timer. Updates loot map information with new piles and timed out piles. Checks the loot of new piles against desirableness list, and then loots if desirable is found then marks pile as looted.
The loot map will consist of an array of length 50 to contain all loot pile entities. It will grab red dots from minimap, and then convert it to a global position using sps. Then, it will store the lootpile in the array to be checked by the looter function. Only new piles within a certain distance of current minimap center will be checked. The loot mapper will assign an index of 0 to 49, and then rotate back to 0, replacing any previously held entity. This is to keep the array within a small memory requirement, as well as to delete old entries that no longer exist.
The benefits of looting as such is total control, and 100% desireable loot collection. It will never miss a charm, or a valuable loot drop. It is also allows for complete loot list customization without the need for color of specific items.
Does anyone see any glaring error as far as my tentative procedural plan goes?