Beherith added turninplaceanglelimit to BA but I cannot get it to work. If I understand correctly turninplaceanglelimit=130 and turninplacespeedlimit=0 should cause units to only slow down for sharp turns. My units slow down for any turn with these tags set.
It is helpful, just check where turnInPlaceAngleLimit occurs.
tip: turnInPlaceSpeedLimit & turnInPlaceAngleLimit are mutual exlusive. tip2: the range of such values in that code part is obv. in degree (there are *180 & *360). Still you should check if there is a space-transform in the UnitDef when reading them from LuaDefs.
But I also do not understand some fundamental things: I thought spring units can only turn at always the same rate. So to drive a bigger circle units still turn at the same amount per frame, just with longer pauses in between (while going forward)? So what angle is turnInPlaceAngleLimit really compared with? --- CGroundMoveType::BreakingDistance, startBreaking etc: Isn't it spelled without "e"? (to brake = slow down, break = fall apart. note sure but google agrees)
Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
no, by going faster (turning radius is a function of turnrate *and* speed)
i guess mostly by going slower? seeing as units should already be at maxspeed most of the time?
the requested/required (reqTurnAngle) turning angle
So units look ahead and slow down before turns? Wouldnt it be better if "the turning that actually happens" slowed them? Like deltaHeading = currentHeading-oldHeading slowDown = some function of deltaHeading
I thought about it and looked at stuff but now I am confused and don't even know what to ask. Though I see why pathing always breaks. *bada-bom-szhh*
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