Lecture on "Counter" chips


Counter is the variable that you can input and calculate any number. After you input, you can perform a variety of decision by the chips of Assess Counter, and can utilize Counter-Type Reticle or Counter And Lock-On.
In any event, if it is possible to use effectively, it will help you on various situations and strengthen your programs.


Periodic launching

It is common that you want to execute specific actions at regular time intervals.
For example, launch missile periodically to deplete opponent’s anti-missile weapons efficiently, spread mines extensively while moving around, sustain the effect of Jamming Fog as long as possible, etc.

In such cases, Counters are needed. Generally, two counters are used to implement periodic launching. Specific way when you launch a missile in about every 5 seconds is shown below.

  1. Get elapsed time to counter-A
  2. (Decision) Is counter-A greater than or equal to counter-B?
    1. YES → launch missile → get elapsed time to counter-B → counter-B + 5 → next process
    2. NO → next process

“Elapsed time of now” is assigned to counter-A.
“Elapsed time when the missile is launched” is assigned to counter-B.
Counter-B that 5 are added refers to “Elapsed time when launching is allowed again”, it means “5 seconds after the launch time” in this case.
By comparing “Elapsed time of now” and “5 seconds after the launch time”, decide whether to launch.

Include this routine somewhere in the program that would pass through all means, then you can now complete an OKE to launch missile in about every 5 seconds. Although this is a sample implementation of standalone, by send counter-B to the channel to share with friends, it is also possible to implement periodic launching in cooperation with friends.


Focused lock-on

It means to focus the lock-on of the all OKEs of the local team against any one OKE of the opponents. Focused lock-on has the effect of conducting the crossfire against one OKE and put it in disadvantageous condition. Then, if it is possible to shoot down one OKE early on, so able to produce numerical advantage, it becomes more advantageous to fight.

Since it is necessary to use a channel in addition to counter to implement focused lock-on, it deviates slightly from the theme of lecture on “Counter” chips, but I want to lecture because this function is used very frequently.

An example of specific way to implement is shown below.

  1. (Decision) Counter-A is 0? YES → 2. NO → 5.
  2. Lock on in the maximum range
  3. Substitute the identification number of the target to counter-A
  4. Send Counter-A to channel 1 →8.
  5. Receive channel 1 to Counter-A
  6. Counter and Lock-On by value of Counter-A
  7. (Decision) Target code is 0? (Target code 0 means not locked on) YES → 2. NO → 8.
  8. To main routine

Because it is hard to understand just reading text, although this is the sample in case of previous work CHP, I will introduce the sample image.
http://dovecoo.seesaa.net/article/22447506.html

Basically, lock on the OKE of an ID number that received Counter-A from channel 1. When it is not possible, looks for the enemy by itself and sends the ID number to channel 1 once the lock-on success.


Dispersed lock-on

As opposed to the focused lock-on, this is a program that does not lock on the same opponent OKE.
It is used when you want to assess all opponents quickly and do not want to be free the opponent OKEs.
There are various ways to implement dispersed lock-on. The simplest way is shown below.

Above, 5 chips.

ID numbers from 1 to 6 are assigned to the OKEs in combat.

HOME
First (1), Second (2), Third (3)

AWAY
First (4), Second (5), Third (6)

The first of HOME is given as an example.
  1. 1 is assigned to Counter-A
  2. 3 is added since less than 4
  3. Lock on first of AWAY since 4 is assigned to Counter-A

Since the Counter and Lock-On takes the value of each in the other OKEs in the same way, it is based on the idea that the target does not overlap.

However,
  1. If there are not 6 OKEs together of allies and foes, for example, there is Hades etc. or OKE that was shot down, failure may occurs.
  2. Since this method performs lock-on based on the ID number, depending on the formation, there is a risk of adverse positioning.


Maneuver direction switching

If OKE continues to jump in one direction, (it is said that avoidance rate is higher than changing direction at random) eventually escape from battle area or hit the barricade.
In that position, in addition to avoidable direction is limited, you may be relegated to the corner of the field along the barricade.
So, it is possible to think that, if the boundary is near, it would be good if you Assess Battle Area. But if you just leave to do so, after it comes out of assessment range, it will jump to the wall side again.

The technique called wall switch solves this problem.


An example of the implementation of wall switch is shown above.
Assess Battle Area after executing jump, if there is outside of the area in assessment range, substitute 1 or 0 to switch direction of the next jump.

Although this program performs switching by Assess Battle Area only, if actually used, by switching the direction to jump while looking battle area of course, position of the friends, opponents, mines, etc., it can be used in various ways like spreading out, surrounding the opponents, or retreating from the minefield.
In addition, (chips although increased) by increasing the criteria, it is also possible to have more than one meaning to a single number.
  • Less than or greater than x
  • Odd or even
  • Whether or not evenly divisible by 3
  • etc...

Others



Continues below. Please continue.

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最終更新:2013年09月28日 02:59