I dont understand why we need to calculate any more paths?
Just make it move backwards, as it moves forward, but all movement animations should be reversed somehow :P
But damn that will be annoying... imagine someone ordering rockos to go forward and backward, to avoid the hits they get while reloading, as the über pros have always done, but now it would be even more annoying...
But yeah, that doesnt mean we need to put that feature to such units, i would like to see this thing in spring as option.
Reverse driving
Moderator: Moderators
I fail to understand why a simple bit of lua cob trickery can't pull this off with relative ease?
Just check to see if the unit is facing a mass of enemies. If it isn't then turn around and move away. If it is turn around and move away but rotate the units model in the opposite direction so that the 2 turns cancel eachother out, then when the unit needs to turn again slow it down usign lua and animate the turn back to normal orientation, same if the unit stops.
No complicated pathfinding issues involved, no engine changes necessary, no extra fbi tags, no issues at all, all nice and simple cob lua co-operation in the simplest possible way available.
Just check to see if the unit is facing a mass of enemies. If it isn't then turn around and move away. If it is turn around and move away but rotate the units model in the opposite direction so that the 2 turns cancel eachother out, then when the unit needs to turn again slow it down usign lua and animate the turn back to normal orientation, same if the unit stops.
No complicated pathfinding issues involved, no engine changes necessary, no extra fbi tags, no issues at all, all nice and simple cob lua co-operation in the simplest possible way available.