Page 1 of 1

Ignore trees/features/wrecks

Posted: 23 Jun 2007, 22:54
by Caydr
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.

Posted: 23 Jun 2007, 23:06
by Neddie
This would be useful for illusions, scripted events for missions, and higher-level teleportation effects.

Posted: 23 Jun 2007, 23:06
by Tobi
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.

Code: Select all

WalkThroughUnits
WalkThroughFeatures
WalkThroughWrecks
for both it may even be an idea to work with categories / names, e.g.

Code: Select all

WalkThroughUnitCategories=AIR
WalkThroughFeatures=tree,rock
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.

Posted: 23 Jun 2007, 23:17
by Caydr
Tobi wrote:

Code: Select all

WalkThroughUnits
WalkThroughFeatures
WalkThroughWrecks
for both it may even be an idea to work with categories / names, e.g.

Code: Select all

WalkThroughUnitCategories=AIR
WalkThroughFeatures=tree,rock
That'd be ideal.

Posted: 23 Jun 2007, 23:20
by Lippy
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...

Posted: 24 Jun 2007, 02:04
by FLOZi
On a somewhat (barely) related topic, can we have avoidfriendly and collidefriendly for features please? I know Argh added something, but I'm pretty sure it wasn't team specific.


(This is where someone tells me to do it myself)

Posted: 24 Jun 2007, 02:12
by Lippy
FLOZi wrote: (This is where someone tells me to do it myself)
Request fufilled; Do it yourself!

Posted: 24 Jun 2007, 18:09
by Caydr
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...
Yessir, that's good too, yes.

Posted: 07 Sep 2007, 01:02
by Caydr
Was this ever looked after? Sorry I'm so out of touch.