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    What happened to pathfinding?

    Scheduled Pinned Locked Moved Game Issues and Gameplay questions
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    • R Offline
      Reckless_Charger
      last edited by Reckless_Charger

      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?

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      • ? Offline
        A Former User @Reckless_Charger
        last edited by

        @reckless_charger I can only recommend not spamming the move order

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        • JipJ Online
          Jip
          last edited by

          @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

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          • ZLOZ Offline
            ZLO
            last edited by

            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

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            • R Offline
              Reckless_Charger
              last edited by

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

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              • JipJ Online
                Jip @ZLO
                last edited by

                @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

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                • JipJ Online
                  Jip
                  last edited by

                  @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

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                  • ZLOZ Offline
                    ZLO
                    last edited by

                    @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

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                    • R Offline
                      Reckless_Charger
                      last edited by Reckless_Charger

                      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'

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                      • ? Offline
                        A Former User
                        last edited by

                        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

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