


Damn its so ugly, any way to reduce bounce behaviors? Also the way units push each others looks dumb, no? Any way to make it looks more realistic?
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In the spirit of my previous comments, ships that did crash into each other could suffer an immediate hull-integrity failure and embark upon a swift departure towards the sea bed.Any way to make it looks more realistic?
To paraphrase:triton wrote:No need to defend engine devs, we fucking love this game dude. We just want MORE :)
Search wiki -> https://springrts.com/wiki/Movedefs.luaWhat is avoidMobilesOnPath supposed to do?
I think this will not be computationally feasible. Also, of limited value, because units that are currently not moving have a tendency to start moving soon after.It would be nice to make units considering units that are not moving as buildings?
Create a short demo of it -> mantis. (Ideally, without giving orders to units that are impossible to carry out.)Also lot of units who can't reach their destination keep moving perpetually while colliding with other units. Maybe they could stop trying to reach an impossible destination after some time?
mobile units = units than are moving or units that CAN move.bool avoidMobilesOnPath default: true
Do the units attempt to avoid other mobile units when pathing?
Pro: groups moving without a ctrl-order clump much less
Contra: groups moving with a ctrl-order are less organized
I had some decent result, but in the end I am not sure about this. Sometimes I have units avoiding big groups of units, and sometimes they get stuck stupidly, also I tried tons of different value, but I dont know. Anymore with good experience on this can help me?Heat Tags
These tags are used in unit avoidance.
bool heatMapping default: false
This enables/disables generation and usage of path heats.
float heatMod default: 0.0042
The pathfinder cost modifier that is multiplied by the heat of the current square.
int heatProduced default: 30
How much heat to place on a square if a path goes through it. heat set = max(currentSquareHeat, heatProduced).
canmobile units = units than are moving or units that CAN move.
Turns out it affects all path calcs equally:Pro and Contra : is it only usefull for ctrl-order?
is from the name of the function. Idk what draws what in debug mode, I guess you should check https://github.com/spring/spring/blob/e ... .cpp#L1232, which afaics isn't going to draw any green arrows.What you call "avoidance"
Aside from whatever interference it causes with the PFS - no idea of the details - I suspect that your suggestion mostly wouldn't help: I guess only the PFS has the intelligence to actually coordinate walking around obstacles (as opposed to just trying not to crash into whatever oncoming obstacle is currently nearest).fail to path around a building ... wouldn't it be wise to have that avoidance take action
I would test this before being confident, its highly unlikely that there is only one possible source of repeating behaviour around here.Ok that's what happened 99% of the time to vehicles
Sounds like a nightmare to me, so much guessing of "what is wanted" and many games/units/devs wanting different things.adapt their speed to the path they're taking and to the needs for a precision move or a larger, broader movement.
Idk....mass...
I guess the only way to find out if things work, in this area, is testing them. It's had quite a bit of attention in the past so I wouldn't expect many easy wins. There is certainly enormous potential for making collision handling worse, and once it was much much worse. Imo it works pretty well unless you do wtf stuff like disabling all overlap/pushing. Also, https://github.com/spring/spring/commit ... 6dcfa38fcecan ... be altered