dont run over ally walls button

dont run over ally walls button

Requests for features in the spring code.

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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

dont run over ally walls button

Post by TradeMark »

should have some sort of button to prevent my units breaking the walls that me and my allies have built. its highly annoying that my units just run over the walls and i just need to rebuild them all the time.

this should be button in the labs, so any unit that comes out of it will have this setting on it. default on perhaps.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: dont run over ally walls button

Post by Argh »

Mod problem.
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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: dont run over ally walls button

Post by Neddie »

Well, no, content package and pathing. You'd need to tell the units to repath around the walls, which would be a bitch anyway. I assume you mean a toggle, not a button.
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: dont run over ally walls button

Post by TradeMark »

its not a mod problem... this needs to be default button for all mods
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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: dont run over ally walls button

Post by Neddie »

It isn't a problem for some of the games, if I recall. Furthermore, you don't always want to path around the walls, particularly on the offensive.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: dont run over ally walls button

Post by Argh »

its highly annoying that my units just run over the walls
IOW, the walls have an inadequate crush resistance, your units pathfind through them because they "aren't there", and then glide through them when doing local steering because they can't stop them.

So. Short of the steering code treating obstacles as "heat" on the heatmap, that prevents local steering issues and an A* solution going around them, you're stuck.

I would like to see blocking stuff be assigned a heat value, just like moving things are, but that's about the only way to solve it... and then you've got another problem, which is that you can't force your guys with big crush strength to move through the area.

So the only real solution is to have a check vs. friendly, and if friendly, obey the heatmap, if not-friendly, then just obey crush strength (personally, I think that it should check that during local steering, before it gets there, and not even bother pathing through things it can't crush), I guess. That sounds expensive, though.
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