View Issue Details

IDProjectCategoryView StatusLast Update
0003024Spring engineUnit Scriptingpublic2012-04-25 07:59
ReporterGodde Assigned ToKloot  
PrioritynormalSeverityminorReproducibilityalways
Status closedResolutionnot fixable 
Product Version87.0 
Summary0003024: Pathing costs on steep slopes is too high
DescriptionUnits avoid slopes that are near their maxSlope. SlopeMod should propably also be taken into the consideration and if the unit is going up or down the slope.
Additional InformationIf you want to tryout this play Zero-K revision 5709. You can make ramps it will print the params which you can then insert into the widget I've uploaded here.
To enable custom widgets in Zero-K press Escape to the see the Menu under the resource bars and Press the wrench. Then you get a popup with the Label Settings. Cross the "Show advanced settings" box. Press Misc in the menu and then "Local Widget Config". You might have to restart spring or do "/luaui reload" for the custom widgets to show up.
The widget is called "Ramp On TheRockFinal" and should be listed among "Ungrouped" in the widget list.
If you have construction units selected you can press Ctrl+P and the units will build a ramp on the map TheRockFinal. This ramps just traversable by kbots and but they prefer to not use it.

As bonus you can stand close to it on lowground and order kbots to go just above the ramp and they will use the ramp. If they stand on the highground near the will not use the ramp. I guess this is because of the resolution of pathfinding causing them to choose different ways when they go from A to B or B to A.
TagsNo tags attached.
Attached Files
RampOnCastles.lua (Attachment missing)
long_path_castle.png (Attachment missing)
Checked infolog.txt for Errors

Activities

Kloot

2012-03-16 19:43

developer   ~0008459

"Units avoid slopes that are near their maxSlope"

Obviously.

If you don't want that, set unit slopeMod values closer to 0.

"SlopeMod should propably also be taken into the consideration"

It is.

"and if the unit is going up or down the slope"

It is.

Godde

2012-03-16 21:03

reporter   ~0008460

Last edited: 2012-03-16 21:04

In the scenario I tested above this does not stand true.

I have tested this with very wide ramps but the unit would still not path down the ramp in some cases.

Google_Frog

2012-03-17 02:46

reporter   ~0008463

Better add a screenshot of the bug. In long_path_castle the unit follows the big red arrow instead of simply walking down the ramp.The unit can walk up and down the ramp fine if it is forced to.

Kloot

2012-04-25 07:59

developer   ~0008640

A combination of factors means this is hard to fix in either pathfinder.

QTPFS does not support directional slope-costs (maybe in the future if it gets used more), the default PFS supports them only at maximal resolution and extending that is as much work as for QTPFS.

Issue History

Date Modified Username Field Change
2012-03-16 17:36 Godde New Issue
2012-03-16 17:36 Godde File Added: RampOnCastles.lua
2012-03-16 19:43 Kloot Note Added: 0008459
2012-03-16 19:43 Kloot Severity major => minor
2012-03-16 21:03 Godde Note Added: 0008460
2012-03-16 21:04 Godde Note Edited: 0008460
2012-03-17 02:41 Google_Frog File Added: long_path_castle.png
2012-03-17 02:46 Google_Frog Note Added: 0008463
2012-03-17 16:21 Kloot Status new => assigned
2012-03-17 16:21 Kloot Assigned To => Kloot
2012-04-25 07:59 Kloot Note Added: 0008640
2012-04-25 07:59 Kloot Status assigned => closed
2012-04-25 07:59 Kloot Resolution open => not fixable