Difference between revisions of "CPU shot misprediction"

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{{ParentArticle|[[Tricks and glitches]]}}
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{{ParentArticle|[[Tricks and glitches]] or [[Tricks and glitches (first generation)]]}}
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{{ReplayBox|CPU-miss.WAgame|Demonstration}}
 
{{ReplayBox|CPU-miss.WAgame|Demonstration}}
  
When calculating the trajectories for projectiles (e.g. [[Bazooka]] shots) the AI players (CPU 1 to 5) use a quicker, rougher method to trace the projectile's path than used for the actual projectile. This sometimes causes the CPU players to miss - usually hit land that was closely intersecting the intended trajectory, or hit some stray pixels along the path.
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When calculating the trajectories for projectiles (e.g. [[Bazooka]] shots) the AI players (CPU 1 to 5 in second-generation titles, CPU 0 to 9 in first-generation) use a quicker, rougher method to trace the projectile's path than used for the actual projectile. This sometimes causes the CPU players to miss - usually hit land that was closely intersecting the intended trajectory, or hit some stray pixels along the path.
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In first-generation titles this is compounded by the fact that AI players do not take the roof into consideration in cavern levels, or custom maps with a cavern-like roof.
  
 
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Latest revision as of 06:25, 6 April 2012

Click to watch (W:A + Beta Update required) W:A replay: Demonstration
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When calculating the trajectories for projectiles (e.g. Bazooka shots) the AI players (CPU 1 to 5 in second-generation titles, CPU 0 to 9 in first-generation) use a quicker, rougher method to trace the projectile's path than used for the actual projectile. This sometimes causes the CPU players to miss - usually hit land that was closely intersecting the intended trajectory, or hit some stray pixels along the path.

In first-generation titles this is compounded by the fact that AI players do not take the roof into consideration in cavern levels, or custom maps with a cavern-like roof.


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