View topic - Mobile builders do not use their full build distance


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PostPosted: 06 Apr 2012, 13:34 
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Joined: 22 Feb 2006, 01:02
Location: cheap kitchen
Just always using 100% of range would probally cause all sort of problems. eg when the con gets bumped away slightly.
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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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PostPosted: 07 Apr 2012, 00:44 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
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
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PostPosted: 12 Apr 2012, 19:24 

Joined: 25 Mar 2012, 17:10
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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PostPosted: 12 Apr 2012, 21:48 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
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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PostPosted: 13 Apr 2012, 07:12 
Spring Developer
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Joined: 28 Jun 2007, 06:30
(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/8f40d7b5e387dc616a0e539bdd9c80959c12d3c8
https://github.com/spring/spring/commit/3d78d0b28da58bb925edf668a8eb2248a349683e
https://github.com/spring/spring/commit/b55297d316182f3d3c526ac893599d4b6ff4926e
https://github.com/spring/spring/commit/b38c1546240dd13dc50f3f7d60c0afd1208139ab

changed buildrange radii drawing:
https://github.com/spring/spring/commit/cd20cc56030acfdb147857c98925930d1167f560
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PostPosted: 13 Apr 2012, 08:09 
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Joined: 30 Nov 2008, 04:31
Location: the flow
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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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PostPosted: 13 Apr 2012, 10:48 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
Yay, thank you jk! :-)
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