View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0005996 | Spring engine | General | public | 2018-06-04 19:51 | 2018-06-27 19:00 |
| Reporter | tritonspring | Assigned To | |||
| Priority | normal | Severity | major | Reproducibility | always |
| Status | closed | Resolution | no change required | ||
| Product Version | 104.0 +git | ||||
| Summary | 0005996: Some units drop their move order | ||||
| Description | After trying to move 100 stumpies in batest version, some stumpies dont move. It also causes very big lags. | ||||
| Steps To Reproduce | to reproduce it, units must have pushresistant = true | ||||
| Additional Information | Disabled luaui and luarules, test made on 547 with latest BA test version + pushresistant = true | ||||
| Tags | No tags attached. | ||||
| Attached Files | |||||
| Checked infolog.txt for Errors | |||||
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Of course, units surrounded by a pushresistant blob can not find a path when ordered until the outer layers have moved away. What else would you expect to happen? Either don't tell units to move all at once or keep more spacing between them. |
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and about the massive lag caused by telling 100 units to reach a unique waypoint? |
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very hard to fix because each unit tries to find its own path independently |
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hm, well a player tell a massive amount of units to go on a single waypoint, would'nt be possibe to tell engine to maove these units around this waypoint according to their footprint, without trying to tell all units to all try to reach this single waypoint all together? |
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That is possible, but the engine already offers ctrl+move support and not all players want their group orders to be reinterpreted. FYI in ZK this behavior is made default via a Lua widget called cmd_group_move, you can easily copy their code. |
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We are trying cmd_group_move but why in the situation I explained couldn't units try again few time for like 5 secondes so when u move a big group u dont have 5 units behind who wont even try to move again? Or units choosing stupid path cause path was blocked for 1 sec or 2. when u tell a unit to move somewhere and it cannot, it should try again few times? |
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In general, if the pathfinder fails in some situation, it will also fail a few seconds later, and the pushresistant property is really only meant for special units (snipers, artillery) that need precise positioning. I can make a special triton test branch for this though. |
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not for now ^^ better look at my other mantis report :) |
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too late, expect a package delivered to https://springrts.com/dl/buildbot/default/triton5996/ very soon |
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no feedback on the branch, not much else to do here |
| Date Modified | Username | Field | Change |
|---|---|---|---|
| 2018-06-04 19:51 | tritonspring | New Issue | |
| 2018-06-04 19:51 | tritonspring | File Added: 20180604_193859_DeltaSiegeDry v8_104.0.1-547-g876a1a1 maintenance.sdfz | |
| 2018-06-04 20:26 | Kloot | Note Added: 0019161 | |
| 2018-06-04 20:32 | tritonspring | Note Added: 0019162 | |
| 2018-06-04 20:43 | Kloot | Note Added: 0019163 | |
| 2018-06-04 20:44 | Kloot | Note Edited: 0019163 | |
| 2018-06-04 20:46 | Kloot | Note Edited: 0019161 | |
| 2018-06-04 20:46 | tritonspring | Note Added: 0019164 | |
| 2018-06-04 20:53 | Kloot | Note Added: 0019165 | |
| 2018-06-04 20:55 | Kloot | Note Edited: 0019165 | |
| 2018-06-05 02:20 | tritonspring | Note Added: 0019166 | |
| 2018-06-05 10:33 | Kloot | Note Added: 0019167 | |
| 2018-06-05 22:04 | tritonspring | Note Added: 0019171 | |
| 2018-06-05 23:44 | Kloot | Note Added: 0019173 | |
| 2018-06-27 19:00 | Kloot | Status | new => closed |
| 2018-06-27 19:00 | Kloot | Resolution | open => no change required |
| 2018-06-27 19:00 | Kloot | Note Added: 0019222 |