Path and features

Path and features

Discuss maps & map creation - from concept to execution to the ever elusive release.

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Marmoth
Posts: 63
Joined: 26 Mar 2008, 20:44

Path and features

Post by Marmoth »

Hi,

I am experiencing some problems with my new map. Perhaps somebody can help:

In a path, i added some features (trees) that PARTLY block the way. I can make units get through by giving successive destination in a short distance, but when i tell unit to get through with one single order in the other side, they make a huge deviation to another pass as if this one was completely closed.

Did i make something wrong in the definition of my features or is it simply an imprecision of the pathfinding system (in this last case, ill just do with it and displace my features until i get an acceptable solution)?

Some additional question to understand how i could fix it:
Are the informations about the feature (except the position) only in the feature files (not in the smt/smf)?
What data is used for pathfinding: model size or footprint? (if you can find enough time to tell me what is model size and footprint used for, i would be very grateful).

Thank you very much!

Marmoth
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LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Re: Path and features

Post by LordMatt »

Don't post things in multiple forums please.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Path and features

Post by Forboding Angel »

It's a mod problem.

The units don't have the crushstrength to knock over the trees. Try it in any mod besides BA.
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