Could we instead have some kind of system where the unit blocking the path actively moves out of way instead. That would look much better.
See this image for the idea:

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Sometimes it just should. Sometimes, there's no other way. But there are so many pitfalls. It's avoiding those pitfalls that ends up deciding if PFS is win or fail.I think the unit should avoid the stationary unit. NOT that the stationary unit should move out of the way.
Sure, maybe that's even better. I just don't like the current behaviour, which is that it pushes through the blocking units like a battering ram.smoth wrote: I think the unit should avoid the stationary unit. NOT that the stationary unit should move out of the way.
Watch https://www.youtube.com/watch?v=TyBeCD4dGDI from 0:40 onward
Close enough.real life analogies instead of at code to arrive at a solution: http://www.youtube.com/watch?v=iEIk3RpV6RA
I think the current pathing/collision in 94.1.1+git is very good and don't see a need to change.I'd like to hear what other people think.
real life tends to be excruciatingly unplayable (as people also keep finding out again and again when they try to incorporate "realistic scale" into their game designs)real life
I only see a problem not a solution: After end of 1min 37s video most vehicles managed to move 1 meter or so. (silver van still in same spot)I think it's more inspiring to look at real life analogies instead of at code to arrive at a solution: http://www.youtube.com/watch?v=iEIk3RpV6RA
Huh? Do you mean classic groundmovetype?You can enable legacy pathing in your mod.
Then it should either path all the way around or if that path is too long/ultimately blocked, it should say it cannot get there. It is the player's fault for blocking the passage with his unit.Anarchid wrote: 1) Static units in narrow passage. A moving one wants to pass.
Ex-statics end up bumping into walls.
What?Anarchid wrote:2) Static unit has a tag for not being nice, or is enemy. A backup plan for moving through is needed to handle such case.
if they are moving in a formation the formation would have to narrow out as they go. if you want to have TRUE formation movement the rest of the units would slow down to allow the others to return to formation via lua. Spring does not and never has had real formation movement. So pointless argument blocked by "LUA IT"Anarchid wrote:3) Static units in tight formation. Moving is possible, but they would bump others.
Seriously, I tried this and it isn't the same. Did you? did you only try it with BA? "Use legacy pathing" is a sort of brush off which boredlines on insulting.Anarchid wrote:You can enable legacy pathing in your mod. Instant congestion just one LOC away.
I wrote "static" to mean statics. Purpose of case was to ask what would they do of the space where they would split into was already occupied by other statics. And then, one frame later, mobiles.if they are moving in a formation the formation
Some units might refuse to be told to move out of the way. Maybe they have an "assholePathing" tag, or maybe they belong to one's enemy and don't care for player's "let me pass" requests.What?
Setting pushresistant=true might help it push other stuff out of the way a bitbummer, so there is no way to have the unit moving through ignore them? (imagine giant walker mech).