Pathfinding and group movement improvements - Page 2

Pathfinding and group movement improvements

Requests for features in the spring code.

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Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Re: Pathfinding and group movement improvements

Post by Kloot »

myself @ http://springrts.com/phpbb/viewtopic.php?p=513980#p513980 wrote:It is just a function of relative mass (and speed and impact angle). So, give heavy tanks appropriately large mass-values in their UnitDefs compared to the light squishy peons.
There are a few other tweaks you can make (and some I'm working on) which will mostly let you get pretty close to SupComII's flowfield-style movement. Mostly.
luckywaldo7
Posts: 1398
Joined: 17 Sep 2008, 04:36

Re: Pathfinding and group movement improvements

Post by luckywaldo7 »

Are you using vanilla XTA or a special dev version? (Would like to compare mass values)
Senna
Posts: 315
Joined: 17 Mar 2009, 00:20

Re: Pathfinding and group movement improvements

Post by Senna »

Kloot wrote:
myself @ http://springrts.com/phpbb/viewtopic.php?p=513980#p513980 wrote:It is just a function of relative mass (and speed and impact angle). So, give heavy tanks appropriately large mass-values in their UnitDefs compared to the light squishy peons.
There are a few other tweaks you can make (and some I'm working on) which will mostly let you get pretty close to SupComII's flowfield-style movement. Mostly.

Im impressed oO amazing job...
As zrwsg said, what i need to enable them?, what i need or fix to enable the new pathing system?
Senna
Posts: 315
Joined: 17 Mar 2009, 00:20

Re: Pathfinding and group movement improvements

Post by Senna »

luckywaldo7 wrote:Are you using vanilla XTA or a special dev version? (Would like to compare mass values)
+1
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Pathfinding and group movement improvements

Post by Forboding Angel »

Kloot, tell me what to do and I'll implement it in evo.
Google_Frog
Moderator
Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: Pathfinding and group movement improvements

Post by Google_Frog »

Mass already has at least one function and is balanced for impulse in ZK. Could you use a new tag such as pathingMass?
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Pathfinding and group movement improvements

Post by knorke »

mass is used by transports too. (to decide what/how much they can pick up)
Google_Frog
Moderator
Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: Pathfinding and group movement improvements

Post by Google_Frog »

transport mass should be extracted too.

I think each unit/weapon/feature tag should do one and only one thing. If a tag affects behaviours that are not directly related it should be split into multiple tags. Games should get to decide upon the correlations between technically unrelated mechanics.
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KingRaptor
Zero-K Developer
Posts: 838
Joined: 14 Mar 2007, 03:44

Re: Pathfinding and group movement improvements

Post by KingRaptor »

Well it's not really that big a deal in this case since all three mass values should be reasonably correlated. But yes, separation would be nice.
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