Roll off time is indeterministic
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I think it is related, but I'm not sure.
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If you're taking a look at roll-off time and do some changes with it, could you also take code from EQ which turns unit inside the factory towards its current waypoint?
For example: if you had factory send units to the right, you'll have unit get build towards right side. Currently if you change that direction to left, the unit would have to rotate on its spot itself freezing the construction. EQ changed that the way unit gets rotated instantly and can move right away.
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Ah, turn them while they are being built? We can look at that too. At the moment it only happens when the unit starts being built.
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@jip if i remember it correctly in EQ the unit gets turned right after it got built, not while the process is happening.
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ah, so they get turned at the end of the sequence. That works too. I'll make sure to take it into account
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Dragun is confused. Don’t they already work that way? Or did I fix something in SCTA that I didn’t even know was broken
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Luckily, Jip is not confused
You likely fixed something in SCTA on accident then.
For the FAF-fix, see also: https://github.com/FAForever/fa/pull/4287
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This looks nice with small round aeon engineers hovering in a round factory, but I am worried it may look a bit jarring if you have, say percies doing an instant 180 on completion...
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Yes, it looks jarring. But it doesn't happen often. Initially it will rotate to the correct roll off point, depending on your rally point. They would only rotate at the end if the rally point switches such that the other roll off point is better.
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@jip Ur awesome
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Now we can spam less clicks with factories
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@pearl12
This has been driving me batshit lately. It didn't use to be a problem, or perhaps I simply haven't noticed it, but recently I've seen factories just idle for a good half minute before they decide to go to work.