![]() Starting with the oldest entities in the Destruction queue, remove X (Where X is some fine tuned number) entities, decrementing X Move entities from current queue to destruction queue for these turrets Remove entities from creation queue for these turrets ![]() Remove turrets from turret queue that are out of range (Maybe only every 10 ticks or something, probably not required 'every' tick) Add entities to creation queue for these turrets I've not had time to look at the code, but with a few assumptions:Įntity creation queue - contains all entities that need to be addedĬurrent entity queue - contains all entities already addedĮntity destruction queue - contains all entities that need to be destroyedĪctive turrets queue - all the turrets that 'should' be showing a rangeĪdd turrets to turret queue that are now in range (Maybe only every 10 ticks or something, probably not required 'every' tick) You'll have to play around to decide, but either one turret per tick, or x entities per tick. If you are concerned with the performance impact, best to limit the number of entities changed per tick. For Science, here is the a that I've been playing with that can be dropped into the v1.1.1 turrets-range mod.Ĭurrently, the mod renders all turret ranges: within 5 units of every player, or if a player has selected (mouse hover) a turret. Just a few more features, but if that doesn't come to pass. I intend to properly release a mod in the relatively near future. ![]() Not sure if prototype.turret_range is auto set to 0 through a metatable _index, if so then prototype.turret_range > 0 is sufficient (otherwise attempt to compare number with nil) Turret range should be a debug tool anyway. That way, other mods like Bobs mod (sniper turret) will be supported, because I think checking turret_range should be sufficient. If entity.type = "electric-turret" thenĭraw_turret_range(turret_type,, , _range)įor i = 1, #global.turret_range_entities do If #entity > 0 and _range and _range > 0 then if entity.type = "electric-turret" or entity.type = "ammo-turret" or entity.type = "turret" then Windows 8 was actually first version provided also in Waas model, but due poor acceptance by audience, they decided to go rather with new version (hence Windows 10, which have also changed internal numbering, instead of continuing in Longhorn numbers eg 6.x, they did "fresh" start with 10.0.Code: Select all entity = game.get_surface(1).find_entities Mind, unlike Windows 7(with SP1), Windows 8(without 8.1 update) are already out of update cycle (since ), and it's not officialy supported system, except installing 8.1 update on top of it, windows 8.1 will have support until. Windows 8.1 is Windows 8 with servicepack, whatever you want to think about it. Inplace upgrade is not available for Windows 7, only for Windows 7 with SP1 installed (and another KB, that requires SP1 anyways). If you want to nitpick, then get details straight. Win 8.1 are technically feature upgrade for windows 8.Īlthough 8.1 was sold it was also delivered as free upgrade to win8 (trough microsoft store), that brings up some ui changes and some functionality, but inside it's still win 8ġ) different kernel versions (Win 8 is 6.2 and Win 8.1 is 6.3) Ģ) different compatability ids for manifests.Īlso, in-place upgrade from Win 7 and Win 8.1 to Win 10 available. so Win 8.1 is not supported officially? oO
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