Mobile builders do not use their full build distance - Page 2

Mobile builders do not use their full build distance

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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

Re: Builddistance is not in elmos

Post by knorke »

Just always using 100% of range would probally cause all sort of problems. eg when the con gets bumped away slightly.
Additionally tag could be added to control how much closer the builder gets.
well, that would be needed for everything where range is involved.
How close should a unit get to repair? If the repairee moves away, when you should it start to follow?
You do not want it to start/stop all the time either.
Then weapons, how close should you get to fire?
Would need many tags and it would still "fail" in some situations, so it isnt really trivial to find a "works for all mods" thing.
Maybe lua it with Spring.SetUnitMoveGoal or something.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Mobile builders do not use their full build distance

Post by Forboding Angel »

Imo, we need better ways to control it built into the engine. If people want to lua on top of that, then that is fine, but these are things that should be within the control of the gamedev from the get-go
psusi
Posts: 9
Joined: 25 Mar 2012, 18:10

Re: Mobile builders do not use their full build distance

Post by psusi »

How about adding a smattering of logic? When ordered to build, if in range, just start building. If you must move to get in range, then go ahead and get closer than max build range. Preferably start building once at max range, and continue to close the distance while building.

It has always bothered me a bit that construction units can't walk and nano at the same time.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Mobile builders do not use their full build distance

Post by Forboding Angel »

psusi wrote:It has always bothered me a bit that construction units can't walk and nano at the same time.
That is an excellent point.
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jK
Spring Developer
Posts: 2299
Joined: 28 Jun 2007, 07:30

Re: Mobile builders do not use their full build distance

Post by jK »

(NOTE: with >=89.0 buildranges will differ to <=88.0! From now on the to be built unit/feature/thing's _centerpos_ has to be in buildrange!)

changed buildrange code:
https://github.com/spring/spring/commit ... 959c12d3c8
https://github.com/spring/spring/commit ... 48a349683e
https://github.com/spring/spring/commit ... 4b6ff4926e
https://github.com/spring/spring/commit ... d1208139ab

changed buildrange radii drawing:
https://github.com/spring/spring/commit ... 0d1167f560
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Anarchid
Posts: 1384
Joined: 30 Nov 2008, 04:31

Re: Mobile builders do not use their full build distance

Post by Anarchid »

That is an excellent point.
I second that notion. Maybe there should be some way to allow this without making ugly nanoturret-on-transport devices
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Mobile builders do not use their full build distance

Post by Forboding Angel »

Yay, thank you jk! :-)
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