very strange pathing on map with mod-adjusted waterlevel

very strange pathing on map with mod-adjusted waterlevel

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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

very strange pathing on map with mod-adjusted waterlevel

Post by knorke »

http://zero-k.info/Battles/Detail/110129

The waterlevel was changed with !setoptions waterlevel=-500
so that the watermap was now a dry map.
My units were very confused and did not obey:

Image
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Re: very strange pathing on map with mod-adjusted waterlevel

Post by Kloot »

It just takes "a few"* minutes for the (legacy) pathfinder to update itself on Flooded Valley with that modoption set, and any path calculated before the waterlevel change is completely processed will be "funny".

* around 7.5 in fact (global Spring.AdjustHeightMap calls like the one that gets triggered via unit_terraform.lua :: gadget:Initialize --> RaiseWater are expensive), a time index of 5:20 as shown on your screenshot is still deep within the funny zone so you must wait longer if you want your units to not be confused
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: very strange pathing on map with mod-adjusted waterlevel

Post by PicassoCT »

I actually never encountered this problem.. although i change it very slightly over the course of a game...
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