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Pathfinding Issue? Time Stamps and Images to Show

Scheduled Pinned Locked Moved Game Issues and Gameplay questions
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  • M
    Morax
    last edited by Morax 25 Nov 2023, 18:52

    Edit: Here is replay: https://replay.faforever.com/21242419

    @Jip starting around 3:30 mark and throgh 3:45, you can watch the expanding engineers to grab hydros. At around 3:40 there is a reclaim action on the hydro from the engineer in front, then the second engineer bumps the first, then the orders just seem to simply disappear even though they are in queue.

    I have seen this happen with a commander or unit getting stuck on some reclaim, but what is going on here has happened to me a number of times recently in addition to what @silentNoob showed here: https://forum.faforever.com/topic/6808/degrading-game-responsiveness-over-time-factory-queue-in-particular

    It could be a separate issue but still.... it worries me.

    Cannot figure out how to take a screen shot while order queue is visible as it "snip it" tool is refusing to work with the shift key held, but here:
     
    https://ibb.co/album/Df913C

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    • J
      Jip
      last edited by 25 Nov 2023, 20:44

      There's a strange interaction (read: usually ending up in unwanted behavior) with commands where pathfinding is not the primary task (reclaim, building, capture, loading, unloading, etc). When the pathfinding aborts then the unit 'assumes' all is good and then tries to execute the task it was set out to do. There's no 'retry' for these commands. To look at your case:

      Engineer A (left) assisting engineer B (right)
      6eab6afe-a545-49c4-97ee-268aafcf5a68-image.png

      Engineer B is reclaiming, but engineer A was not in range yet so navigates to be in range
      6e7bff23-4c25-476d-bb5a-69b3fd8ab22d-image.png

      Reclaim is gone, engineer B wants to turn back but ends up bumping into engineer A that was still getting in range to reclaim
      12049777-0d5f-441e-bc2c-1739ac2ca009-image.png

      The 'bump' between the engineers aborts the pathfinding. In this example, the logic of engineer B deems it is ready to build. But the build site is blocked - by engineer B itself! As the logic doesn't 'retry' it ends up being stuck.

      This bug you experienced has always been in the game. It just doesn't happen often.

      What you can do to alleviate it (in this example) is to use the CTRL + assist feature to not assist the engineer, but instead copy the command queue and apply it to your selection. You can find it in the game options:

      e70e0ab4-0a73-42e7-aa6d-c8cd5066c42d-image.png

      It is by far the superior approach to assisting engineers when the complexity of the command queue is high

      A work of art is never finished, merely abandoned

      1 Reply Last reply Reply Quote 2
      • M
        Morax
        last edited by 25 Nov 2023, 21:26

        Interesting, however it is happening a lot more lately...

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        • M
          Morax
          last edited by Morax 12 Apr 2023, 19:59 4 Dec 2023, 19:58

          @Jip so I have been using the "ctrl-assist" and no problems since, but for some reason I have to click engineers or comm a few times to get it to work?

          What's up with that?

          I don't know how to share other than creating a video but it's super frustrating to have to click something so much as it really distracts.

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          • J
            Jip
            last edited by 4 Dec 2023, 20:43

            it works in 1 click for me. There's a 5 tick delay before it is applied, but you can continue doing what you were doing. The selection is stored the moment you issue the callback

            A work of art is never finished, merely abandoned

            M 1 Reply Last reply 4 Dec 2023, 22:26 Reply Quote 0
            • M
              Morax @Jip
              last edited by 4 Dec 2023, 22:26

              @jip said in Pathfinding Issue? Time Stamps and Images to Show:

              it works in 1 click for me. There's a 5 tick delay before it is applied, but you can continue doing what you were doing. The selection is stored the moment you issue the callback

              What is a "5 tick delay" in layman terms?

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              • F
                FtXCommando
                last edited by 4 Dec 2023, 23:23

                half a second

                M 1 Reply Last reply 5 Dec 2023, 16:45 Reply Quote 0
                • M
                  Morax @FtXCommando
                  last edited by Morax 12 May 2023, 16:45 5 Dec 2023, 16:45

                  @ftxcommando said in Pathfinding Issue? Time Stamps and Images to Show:

                  half a second

                  Ah so that's why I'm going mad... Everything else is seemingly instant.

                  1 Reply Last reply Reply Quote 0
                  • J
                    Jip
                    last edited by 5 Dec 2023, 16:55

                    It's not though 😃 - if you look closely everything has a 5 tick (500ms) delay

                    A work of art is never finished, merely abandoned

                    1 Reply Last reply Reply Quote 1
                    • A
                      arma473
                      last edited by 5 Dec 2023, 17:20

                      @morax @jip

                      I've read that the game makes things look instant even when it's not

                      Units look like they move as soon as you give the order, but in the actual simulation, it takes 0.5 seconds before they change direction

                      The game does this because it would be uncomfortable for the player to give an order and watch nothing happen for 0.5 seconds

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                      • M
                        Morax
                        last edited by 5 Dec 2023, 18:28

                        Well whatever is going on, it is far more noticeable with this one command.

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