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Definition
A sequence of behaviors an entity potentially performs, which may be processed over one or more game ticks.
Questions
1. is explicit priority needed?
2. is a queue of actions needed?
Assumptions
1. an action must be able to take priority over another
2. an action must be able to be suspended
Examples
[Only registered and activated users can see links. ]
[Only registered and activated users can see links. ]
Observations
Once an action is completed, and then the next action [if exists] is continued at whichever suspendable state
Discussions
Actions which lock players
Ryley [
[7:43 PM] Tyluur: > jagexs plr queue stuff has 'strong' queues which are controlled by the developer and leave the player entirely in a locked state
what's an example of an action in a strong queue
[7:43 PM] Ryley: teleporting
[7:43 PM] Ryley: force movement
[7:43 PM] Ryley: cut scenes
[7:43 PM] Ryley: etc
[7:43 PM] Ryley: stuff u cannot cancel
[7:51 PM] Ryley: @[Only registered and activated users can see links. ]chis2
A weakqueue is cancelled if the player clicks away - commonly used for Make-X. Queues are weak / strong / normal.
[7:51 PM] Ryley: looking for the one with info on the regular queue
[7:51 PM] Ryley: iirc it just waits until whatever 'blocking' thing ur doing finishes before executing
[7:51 PM] Tomm:
[7:52 PM] Ryley: i.e if u have ur bank open and u have an experience drop waiting
[7:52 PM] Ryley: once the interface closes it fires
[7:52 PM] Ryley: ya that
[7:52 PM] Ryley: strong takes total control of the player to execute
[7:52 PM] Ryley: closes interfaces, cancels actions etc
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note: this thread is a WIP
Last edited by Tyluur; 06-07-2020 at 02:14 AM.
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