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IDProjectCategoryView StatusLast Update
0005996Spring engineGeneralpublic2018-06-27 19:00
Reportertritonspring Assigned To 
PrioritynormalSeveritymajorReproducibilityalways
Status closedResolutionno change required 
Product Version104.0 +git 
Summary0005996: Some units drop their move order
DescriptionAfter trying to move 100 stumpies in batest version, some stumpies dont move.
It also causes very big lags.
Steps To Reproduceto reproduce it, units must have pushresistant = true
Additional InformationDisabled luaui and luarules, test made on 547 with latest BA test version + pushresistant = true
TagsNo tags attached.
Attached Files
20180604_193859_DeltaSiegeDry v8_104.0.1-547-g876a1a1 maintenance.sdfz (Attachment missing)
Checked infolog.txt for Errors

Activities

Kloot

2018-06-04 20:26

developer   ~0019161

Last edited: 2018-06-04 20:46

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.

tritonspring

2018-06-04 20:32

reporter   ~0019162

and about the massive lag caused by telling 100 units to reach a unique waypoint?

Kloot

2018-06-04 20:43

developer   ~0019163

Last edited: 2018-06-04 20:44

very hard to fix because each unit tries to find its own path independently

tritonspring

2018-06-04 20:46

reporter   ~0019164

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?

Kloot

2018-06-04 20:53

developer   ~0019165

Last edited: 2018-06-04 20:55

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.

tritonspring

2018-06-05 02:20

reporter   ~0019166

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?

Kloot

2018-06-05 10:33

developer   ~0019167

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.

tritonspring

2018-06-05 22:04

reporter   ~0019171

not for now ^^ better look at my other mantis report :)

Kloot

2018-06-05 23:44

developer   ~0019173

too late, expect a package delivered to https://springrts.com/dl/buildbot/default/triton5996/ very soon

Kloot

2018-06-27 19:00

developer   ~0019222

no feedback on the branch, not much else to do here

Issue History

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