View topic - Unit speed and formations



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PostPosted: 26 Oct 2009, 22:14 

Joined: 14 Aug 2008, 20:54
I see that all mobile units (at least in BA) have acceleration and brake rates as well as max-velocity.

Am I to assume then, that mobile units (like vehicles) don't always travel at the same rate (such as when starting/stopping)?

Am I also to assume that certain terrain features can cause a unit to go at a defined slower rate?

Also...do units have slower speeds depending on slope?

This all leads to my final question...any way to force a unit to go slower than normal max-velocity in order to facility mixed-unit formations?

(sorry so many questions)


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PostPosted: 26 Oct 2009, 22:19 
Spring Developer

Joined: 01 Jun 2005, 10:36
Location: The Netherlands
casperjeff wrote:
This all leads to my final question...any way to force a unit to go slower than normal max-velocity in order to facility mixed-unit formations?

There's a command CMD_SET_WANTED_MAX_SPEED, which, when given *after* a move/fight/patrol/etc. command should make the unit temporarily use a lower maximum speed.


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PostPosted: 26 Oct 2009, 22:27 
Spring Developer

Joined: 08 Oct 2006, 15:58
Quote:
Am I to assume then, that mobile units (like vehicles) don't always travel at the same rate (such as when starting/stopping)?


Yes, the transition to stand-still / maximum speed is not instantaneous.

Quote:
Am I also to assume that certain terrain features can cause a unit to go at a defined slower rate?


Water and slopes slow a unit down by default, by factors that depend on the unit's depth- and slope-modifier values. A map's typemap can also impose base speed multipliers. All of these bias the pathfinder.


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PostPosted: 26 Oct 2009, 23:05 
AI Coder

Joined: 07 Sep 2009, 13:28
Location: Aalborg, Denmark
Any place to find documentation on this, if you were to implement your own path finder? (that had to take into account more information than the normal pathfinder)


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