less rtard pathing behavior from features - Page 2

less rtard pathing behavior from features

Requests for features in the spring code.

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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: less rtard pathing behavior from features

Post by lurker »

I really wouldn't call it 'true attack ground'. 'forced attack ground' would work, 'force attack', 'attack ground you stupid machine', etc. but 'true' does not imply turning off the normal sanity checks.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Re: less rtard pathing behavior from features

Post by Tobi »

Wrt 3, LOS system has nothing to do with whether or not a unit with AvoidFeature does obey an attack feature if a feature is in the line of fire.

Actually, any new LOS system won't change at all how units and features packed densily together on a flat piece of ground behave - they can all see each other anyway.

The only two things a new LOS system may bring are:
1) Change in performance and/or approximation quality,
2) Feasible way to define volumes that block LOS, apart from the volume implicitly defined by the heightmap.

Also, don't assume "it has got nowhere" if no ready implementation is released yet. Not all progress on things like this is measurable in lines of code or number of commit messages. (Ever heard of design?)

(In other words, I have been looking at it recently, but I haven't come up with a satisfactory algorithm yet, and I'm not going to start coding on it until I have.)
zerver
Spring Developer
Posts: 1358
Joined: 16 Dec 2006, 20:59

Re: less rtard pathing behavior from features

Post by zerver »

Is it possible to force fire when in FPS mode, even if allied units are in the line of fire?
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Tribulex
A.N.T.S. Developer
Posts: 1894
Joined: 26 Sep 2009, 21:26

Re: less rtard pathing behavior from features

Post by Tribulex »

zerver wrote:Is it possible to force fire when in FPS mode, even if allied units are in the line of fire?
lua widget trickery.
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