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Gameplay Constant reaction delay

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I noticed this as well. I never touched it though. Maybe I'll give it a test some time. Try putting it at large values and low values and test it out at 0.
 
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Reaction delay only applies to the first attack on more possible attacks on the same target, read more about it here.

One possible reason for it could be that armies getting an order at the same time look more "real" if they do not always start shooting at the exact same time. Imagine 12 units attacking a building and always starting their attack at the same time, again and again; looks a bit strange.
 
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thats hilarious...the game doesnt need a moment to set locals, the reaction time has nothing to do with any locals whatsoever, + the code is contiguous, so it sets locals right as something happens.

The limit on orders is next frame basically(if you execute 0 second timer, it will already have the order in it), so no, it has nothing to do with ordering units via triggers
 
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The makers of the Age of Empires were probably the first to explain this. Essentially, with any kind of online game you are bound to have some lag. It was figured out that having a consistent lag(order delay) is easier to cope with than a varying one(network lag). I assume this constant exists for a similar reason.
 
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Reaction delay only applies to the first attack on more possible attacks on the same target, read more about it here.

One possible reason for it could be that armies getting an order at the same time look more "real" if they do not always start shooting at the exact same time. Imagine 12 units attacking a building and always starting their attack at the same time, again and again; looks a bit strange.

Thanks that link was very useful.


@Arad MNK, I agree with what edo494. Locals work fine t 0 reaction delay and the game doesn't need a delay to assign the locals.

The makers of the Age of Empires were probably the first to explain this. Essentially, with any kind of online game you are bound to have some lag. It was figured out that having a consistent lag(order delay) is easier to cope with than a varying one(network lag). I assume this constant exists for a similar reason.
Reasonable enough.

Thread Closed.
 
The makers of the Age of Empires were probably the first to explain this. Essentially, with any kind of online game you are bound to have some lag. It was figured out that having a consistent lag(order delay) is easier to cope with than a varying one(network lag). I assume this constant exists for a similar reason.
Nono, what you mean is fixed latency (this can actually be set on a per-session base; most hostbots have a control for it).
This delay has nothing to do with latency or anything to make lag easier to accept, as it's completely random, not a fixed delay and only applies to attacks. Also, it applies in singleplayer aswell.

This is only for visual purposes, so that units won't attack completely in unison. In case of move orders, this will offset the walk animations starting point so that not all units will walk in cadence.
You will instantly notice it's importance when you create a group of archers: set the constant to 0 and let them attack a unit that is within range of every archer --> they will shoot completely in unison.
reset the constant and you will notice how they will all attack at slightly different timings.


For games that are about predictable controls and heavy micro (AoS, RPGs), setting this to 0 is very recommended. Strategy games on the other hand... not so much. It will look ugly on larger battles.
 
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