In some cases it would be of great benefit to have units that completely ignore conventional pathfinding, basically able to pass through anything without knocking it over or crushing it. This, usually, would include other units.
I'm not sure how it would best be done though.
There are five cases, really:
0 might represent "off" as it does with most (all?) other tags
1 might mean the unit passes through anything, other units included
2 might mean the unit passes through everything but other units
3 might mean the unit passes through anything and this is linked to its cloak state
4 might mean the unit passes through everything but units and this is linked to its cloaked state
It could also be split into two parts:
nolimit=0; means everything is normal
nolimit=1; means the unit passes through everything
nolimit=2; means the unit passes through everything but units
togglenolimit=0; means the unit always has the "nolimit" state
togglenolimit=1; means the unit only has the "nolimit" state when cloaked
This could normally be accomplished with a high crushstrength, but it's often not desirable for a unit to be running around cloaked while also smashing through trees and revealing its position.
Ignore trees/features/wrecks
Moderator: Moderators
Multiple tags seems like a better idea, since the number of combinations raises exponentially in case new stuff would be added...
Plus it's would be more readable and more consistent with e.g. the different can* tags.
e.g.
for both it may even be an idea to work with categories / names, e.g.
Note that this is just interface-wise suggestions, I don't really know how much implications this would have for implementation without taking a look at the code.
Plus it's would be more readable and more consistent with e.g. the different can* tags.
e.g.
Code: Select all
WalkThroughUnits
WalkThroughFeatures
WalkThroughWrecks
Code: Select all
WalkThroughUnitCategories=AIR
WalkThroughFeatures=tree,rock
That'd be ideal.Tobi wrote:for both it may even be an idea to work with categories / names, e.g.Code: Select all
WalkThroughUnits WalkThroughFeatures WalkThroughWrecks
Code: Select all
WalkThroughUnitCategories=AIR WalkThroughFeatures=tree,rock
I think it would also be useful for an option that units try not deviate from the straight line towards the next point. This would be very useful when you have many units, they tend to congregate along the paths that are quickest; with this you can use ctrl-move much more effectively; with them trying to hold the line as much as possible; and not break up the formation.
EDIT: Ye, this is probably just a seperate feature request...
EDIT: Ye, this is probably just a seperate feature request...
Yessir, that's good too, yes.Lippy wrote:I think it would also be useful for an option that units try not deviate from the straight line towards the next point. This would be very useful when you have many units, they tend to congregate along the paths that are quickest; with this you can use ctrl-move much more effectively; with them trying to hold the line as much as possible; and not break up the formation.
EDIT: Ye, this is probably just a seperate feature request...