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Pathing in 0.82.6.1-22-g071d382
Posted: 01 Nov 2010, 23:01
by Godde
0.82.6.1-22-g071d382
Units with high maxVelocity and low turnRate path well but they will slow down alot everytime they turn regardless of turnInPlace=0.
It would be nice if turnInPlace=0 had a function.
Units drive down hills at normal speed.
Footprint values above 4 in movedefs.lua is considered as 4. Units with footprints above 4x4 will drive into features and units because they don't take any sizes above 4x4 when pathing.
Units sometimes disregard short distance but small paths for bigger and longer paths when they try to reach a destination. Sometimes they even seem to path over step cliffs.
Re: Pathing in 0.82.6.1-22-g071d382
Posted: 01 Nov 2010, 23:46
by Kloot
It would be nice if turnInPlace=0 had a function.
It does.
http://springrts.com/phpbb/viewtopic.ph ... 26#p455026
Translation: the value of turnInPlaceSpeedLimit (a unitdef tag like turnInPlace) now determines the minimum speed units with turnInPlace=0 will slow down to when turning. By default, this is set to maxVelocity / 5.
I trust you can guess the effect of raising turnInPlaceSpeedLimit too aggressively on "units with high maxVelocity and low turnRate".
Re: Pathing in 0.82.6.1-22-g071d382
Posted: 02 Nov 2010, 00:35
by FLOZi
I take it the new tag opens up some previously hardcoded value to us? (The same as the new default value perhaps?)
Re: Pathing in 0.82.6.1-22-g071d382
Posted: 02 Nov 2010, 00:46
by Kloot
It's not a new tag, turnInPlaceSpeedLimit was added around the same time as turnInPlace itself. What it does now have is a second purpose (the first one being to keep turns in place when a unit is *not* already moving faster than turnInPlaceSpeedLimit).
The old hardcoded default was 0.5 elmos per frame, which I don't think anyone will mind being changed.
Re: Pathing in 0.82.6.1-22-g071d382
Posted: 02 Nov 2010, 00:55
by FLOZi
Ah cool, was not aware of this tag before.
Re: Pathing in 0.82.6.1-22-g071d382
Posted: 03 Nov 2010, 12:56
by Google_Frog
It would be nice if turnInPlace=0 had a function.
By this do you mean units still slow to almost a stop just before they are pointing in the right direction?
Re: Pathing in 0.82.6.1-22-g071d382
Posted: 04 Nov 2010, 01:02
by Godde
They do almost slow down to 0.
Re: Pathing in 0.82.6.1-22-g071d382
Posted: 12 Jan 2011, 17:02
by Google_Frog
TurnInPlace = 0 seems to be broken 0.82.7. What do I need to do with these new tags to replicate the behaviour when it still worked (0.82.6)? I would like a unit that turns at maximum speed.
Re: Pathing in 0.82.6.1-22-g071d382
Posted: 12 Jan 2011, 22:10
by Kloot
It seems reading is a lost art.
turnInPlaceSpeedLimit ... not a new tag ... second purpose
determines speed units with turnInPlace=0 will slow down to when turning
a unit that turns at maximum speed
==>
Code: Select all
turnInPlaceSpeedLimit = maxVelocity
Re: Pathing in 0.82.6.1-22-g071d382
Posted: 13 Jan 2011, 00:13
by Forboding Angel
No, it's definitely broken. A unit who is turninplace false will practically stop every time it receives a new order even if the order only changes it's direction by 45 degrees or so, regardless of whether turnInPlaceSpeedLimit is set or not.
Re: Pathing in 0.82.6.1-22-g071d382
Posted: 13 Jan 2011, 01:13
by Google_Frog
Kloot wrote:Code: Select all
turnInPlaceSpeedLimit = maxVelocity
Have you actually tried this? Because I tried it before posting as it seemed like the obvious solution but it did not affect anything.
Re: Pathing in 0.82.6.1-22-g071d382
Posted: 13 Jan 2011, 13:27
by Forboding Angel
Google_Frog wrote:Kloot wrote:Code: Select all
turnInPlaceSpeedLimit = maxVelocity
Have you actually tried this? Because I tried it before posting as it seemed like the obvious solution but it did not affect anything.
+1, exact results I got as well
Re: Pathing in 0.82.6.1-22-g071d382
Posted: 16 Jan 2011, 20:23
by Kloot
If either of you get the chance, test
this master build (run the full installer).
Re: Pathing in 0.82.6.1-22-g071d382
Posted: 20 Jan 2011, 09:28
by KingRaptor
Kloot wrote:If either of you get the chance, test
this master build (run the full installer).
turnInPlace works well in this build.
However, it has the unrelated issue of completely invisible units (except black areas where the teamcolor should be) on my hardware (ATI 4850, Catalyst 10.11 drivers).