What happened to pathfinding?

It still happens, but now I started noticing that if I order my com to attack a specific target, it tries to go away from the target, then comes closer; this results in an infinite loop of walking around a point and the com never reaching the target. Will provide replays later

Not sure about ACUs but why do Zooes go forward sometimes when you click for them to retreat. Extremely annoying

@reckless_charger All hovers do this when you order them to go back

It's because of a bug. if I'm not mistaken the behavior only occurs when the unit is aiming for another unit, e.g. when it is in battle. The bug is that the unit appears to be rotated, but it's because of the weapon rotating the unit and the path finding does not take that into account. Meaning it 'rotates' the unit again, but ... yeah - you know what happens and it gets a bit odd.

A work of art is never finished, merely abandoned

So it happens exactly when you want them to retreat which is a massive pain as they suicide themselves. Would it help if I pressed stop then and then retreat my Zooees?

@reckless_charger I can only recommend not spamming the move order

@Reckless_Charger the suggestions of @Melanol is correct, just issue the move order once and it's fine.

A work of art is never finished, merely abandoned

Hover unit thing is not a bug, currently it is a feature.
it has been this way all the time
and afaik fix is easy. just turn every hover unit into t2 sera hovertank
Tests were done and people who worked on it didn't like it so it was never fixed

TA4Life: "At the very least we are not slaves to the UI" | http://www.youtube.com/user/dimatularus | http://www.twitch.tv/zlo_rd

Why didn't they like it? It's a rubbish 'feature'

@zlo said in What happened to pathfinding?:

Hover unit thing is not a bug, currently it is a feature.
it has been this way all the time
and afaik fix is easy. just turn every hover unit into t2 sera hovertank
Tests were done and people who worked on it didn't like it so it was never fixed

As far as I know it is because of the blueprint field SlavedToBody being true. This field is essential for how the Aurora, Blaze and the Zthuee aim as their weapons are not turrets, but instead attached to the body of the unit.

cad19b51-b635-4e96-9d6e-b8e121982100-image.png

Unless you know details that I don't 🙂 , I'd love to know them.

A work of art is never finished, merely abandoned

@Reckless_Charger See also: https://github.com/FAForever/fa/pull/5910. We'll adjust the path finding behavior for the Blaze and the Zthuee.

Thank you @ZLO for shining a light on a possible solution.

A work of art is never finished, merely abandoned

@reckless_charger said in What happened to pathfinding?:

Why didn't they like it? It's a rubbish 'feature'

Because after that "fix" those units behaved exactly like regulat unist, no wobble, no turning their body toward enemy, no sliding around, no wiggle, no weird slowdowns :D. i think it just felt wrong, units lost all their character and just became another version of sera t2 hover tank

TA4Life: "At the very least we are not slaves to the UI" | http://www.youtube.com/user/dimatularus | http://www.twitch.tv/zlo_rd

They're artillery not direct fire units. I think units doing the opposite of what you instruct them to does not add character rather it detracts from the game. I've no idea about how the game physics is coded but I would have thought there must be values for turning rates or deceleration that could be chosen for hover units which would make them less agile and more 'realistic'

Here is ACU moving in circles: https://replay.faforever.com/22003007
I think it happens when you order it to attack a unit that is close but not in its radius of attack