Forby's guide to making the pathfinder like you
Posted: 09 Feb 2012, 10:35
Now, there is always an upside and a downside to everything. In this case, the downside is that it doesn't look very realistic. The upside is that unit movement is frigging fantastic.
There are a bunch of different variations that you can use on this, so it's up to you.
With units can turn in place set to true
Set acceleration to 1
Set brakerate to anything you like (Using 0.1 will cause a nice looking glide to stop motion, and is surprisingly not irritating).
Set turnrate to 1000 (this enables the unit to get out of just about any situation)
Obviously this method depends upon you setting good maxvelocity values for your units, otherwise balance might be impacted (probably not, or rather, probably not noticeably).
With units can turn in place set to false
Set acceleration to 1 (for best results, however if need be going down to 0.5 should be ok-ish, but it will cause the pathfinder intermittent issues and you'll see units getting stuck more often)
Set brakerate to whatever you want
Set turnrate to 500 or higher (max 2250)
Set turn in place speed limit to exactly half of max velocity (any more than this and you'll have issues with units getting stuck in tight places)
Variations
In my testing the above values caused the best results, but that doesn't mean you can't do variations and even a mixture of the two types.
MAKE SURE THAT HEATMAPPING IS TURNED ON FOR SMALL, FAST UNITS
Turn heatmapping off for large, clunky units
This will have the effect of smaller, faster units spending less time clumping and causing traffic jams, which in turn will help pathing of everything else.
Edit/update: I should note that in Evolution RTS I have turned off heatmapping altogether, as it is still somewhat unreliable. In some ways it helps, in other ways it causes trouble. Overall I have decided that I prefer the behavior of heatmapping being off.
**************************************************
I did pretty extensive testing to come to these conclusions, and unit pathing in evo is even better because of it. If you want to have good unit movement, you have to play to it's strengths and avoid it's weaknesses. Additionally, you need to utilize the tools given to you to help the pathfinder do it's job properly.
There are a bunch of different variations that you can use on this, so it's up to you.
With units can turn in place set to true
Set acceleration to 1
Set brakerate to anything you like (Using 0.1 will cause a nice looking glide to stop motion, and is surprisingly not irritating).
Set turnrate to 1000 (this enables the unit to get out of just about any situation)
Obviously this method depends upon you setting good maxvelocity values for your units, otherwise balance might be impacted (probably not, or rather, probably not noticeably).
With units can turn in place set to false
Set acceleration to 1 (for best results, however if need be going down to 0.5 should be ok-ish, but it will cause the pathfinder intermittent issues and you'll see units getting stuck more often)
Set brakerate to whatever you want
Set turnrate to 500 or higher (max 2250)
Set turn in place speed limit to exactly half of max velocity (any more than this and you'll have issues with units getting stuck in tight places)
Variations
In my testing the above values caused the best results, but that doesn't mean you can't do variations and even a mixture of the two types.
MAKE SURE THAT HEATMAPPING IS TURNED ON FOR SMALL, FAST UNITS
Turn heatmapping off for large, clunky units
This will have the effect of smaller, faster units spending less time clumping and causing traffic jams, which in turn will help pathing of everything else.
Edit/update: I should note that in Evolution RTS I have turned off heatmapping altogether, as it is still somewhat unreliable. In some ways it helps, in other ways it causes trouble. Overall I have decided that I prefer the behavior of heatmapping being off.
**************************************************
I did pretty extensive testing to come to these conclusions, and unit pathing in evo is even better because of it. If you want to have good unit movement, you have to play to it's strengths and avoid it's weaknesses. Additionally, you need to utilize the tools given to you to help the pathfinder do it's job properly.