Working factory-leaving units

Working factory-leaving units

Requests for features in the spring code.

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[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Working factory-leaving units

Post by [Krogoth86] »

Something I always hated just came up to my mind again:
In pretty much every situation where you select your factory and give a move order to a place you want your new units to go, those units when leaving the lab just move a little and then stop giving the "cannot reach" error. In order to fix this you have to do one move order in front of the lab and then the 2nd one to where you want your units to go...

Might be more of a bug than a feature request but I think it would be really cool to have this fixed...
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Re: Working factory-leaving units

Post by manored »

This anoys me as well.
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LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Re: Working factory-leaving units

Post by LordMatt »

This is fail, and qualifies as a bug IMO.
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Peet
Malcontent
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Joined: 27 Feb 2006, 22:04

Re: Working factory-leaving units

Post by Peet »

Agreed, though it's much less of a problem if you get in the habit of adding a move command straight out of the factory first.
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Re: Working factory-leaving units

Post by manored »

Peet wrote:Agreed, though it's much less of a problem if you get in the habit of adding a move command straight out of the factory first.
Hard to remember to do that evertime you give a move new move command tough...
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Re: Working factory-leaving units

Post by trepan »

widget / gadget?
(as a stopgap measure ;-))
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Re: Working factory-leaving units

Post by manored »

Maybe all factories should, despite the players orders, have a point a bit ahead of itself where units will move to before following player orders.
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LordMatt
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Joined: 15 May 2005, 04:26

Re: Working factory-leaving units

Post by LordMatt »

Peet wrote:Agreed, though it's much less of a problem if you get in the habit of adding a move command straight out of the factory first.
I try to, but sometimes forget. A widget/gadget would be nice, if an engine fix is too complicated.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Re: Working factory-leaving units

Post by KDR_11k »

trepan wrote:widget / gadget?
(as a stopgap measure ;-))
That's what the bugfixer widget does, right?
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LordMatt
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Joined: 15 May 2005, 04:26

Re: Working factory-leaving units

Post by LordMatt »

I had forgotten about that widget.
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Tribulexrenamed
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Joined: 22 Apr 2008, 19:06

Re: Working factory-leaving units

Post by Tribulexrenamed »

KDR_11k wrote:
trepan wrote:widget / gadget?
(as a stopgap measure ;-))
That's what the bugfixer widget does, right?
W4r 2 g3t?
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Working factory-leaving units

Post by Forboding Angel »

KDR_11k wrote: That's what the bugfixer widget does, right?

Breaks guarding.
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Pxtl
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Joined: 23 Oct 2004, 01:43

Re: Working factory-leaving units

Post by Pxtl »

Peet wrote:Agreed, though it's much less of a problem if you get in the habit of adding a move command straight out of the factory first.
Which way is "out" if it's a 4-exit factory with a rotating buildplate?
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Working factory-leaving units

Post by Gota »

I hate the posts that totaly disturb the point while offering bullshit instead!!stop redirecting attention to crap..u shouldnt make a special way point just so u can give the really nessasary way points..its rediculeous.

this really needs to be fixed...its a real hassle and is also not noob freindly.
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MadRat
Posts: 532
Joined: 24 Oct 2006, 13:45

Re: Working factory-leaving units

Post by MadRat »

A rotating build plate should have a fixed direction that it releases the unit at so that it avoids dropping the completed unit at dorky angles to begin with. How hard is it to predict the direction the unit needs to begin at in order to finish in the right direction? And how hard is it to enforce the unit only be finished once the pad is oriented the correct direction after delays such as running temporarily out of resources?
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Working factory-leaving units

Post by smoth »

odds are madrat, that no one has gotten around to it yet.
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: Working factory-leaving units

Post by [Krogoth86] »

MadRat wrote:A rotating build plate should have a fixed direction that it releases the unit at so that it avoids dropping the completed unit at dorky angles to begin with.
Well couldn't you fake this by adding some lines in the unit's Create() function which makes its base spin while let's say up to 99 build-% are left and after this value stops the spinning and resets the base to 0 rotation? That should work (I once had an accidental spinning of a sonar dish which started while the unit still was being built). For the lab you just let the platform spin but the piece that creates the unit just doesn't rotate with it so that principally the unit always faces towards the exit...

After having done that it just would be copy->paste work for all your units...
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Acidd_UK
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Joined: 23 Apr 2006, 02:15

Re: Working factory-leaving units

Post by Acidd_UK »

Surely the 'correct' solution in all cases is for the engine to fix the broken-pathfinding-on-leaving-factory bug? I accept a stopgap fix for a standard 1-exit lab might be worthwhile, but trying to hack a fix for more complicated labs seems the wrong way to go...
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: Working factory-leaving units

Post by imbaczek »

the problem with pathfinding is that there's noone who understands it well enough to fix any issues.
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Re: Working factory-leaving units

Post by Kloot »

Actually the whole pathfinder system has quite an elegant design,
it's not hard to understand at all IMO. The reason that units have
trouble leaving factories is because when a unit finishes building,
the factory is open and thus partially non-blocking, which means
the pathfinder won't see most of it and go straight through given
the corners of a unit's footprint, while the ground collision checks
do and interfere (causing movement failures). I've played with this
a few times, but was never annoyed enough to really fix it. ;)
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