Heatmapping results in units turning in circles even with heatmod of 0.5 and heatproduced of 5 (default is 30).
Only a few units, but you need your units to obey your commands when you give them, not turn and go the other way.
The vast majority of your post is a big cop out. You Sit there and yell at everyone for doing it wrong but when anyone asks you for info you turn around and blow us off with statements that come irritatingly close to "read the code".
My "Guide" was an attempt to make it passable, nothing more. Evo pathing is pretty decent for the most part, but I get tired of units getting stuck on terrain and other stupid crap.
This:
I deliberately don't explain how to "optimize" pathing because everyone's idea of that is different and most information just gets misinterpreted anyway.
Is bs. All you would need to do is explain how you optimize it for your BA vids. The rest of us are capable of figuring it out on our own once we have a point of reference. Part of me thinks that you deliberately don't tell us anything so that you have an excuse to rage as us the moment anyone says the word pathing. You even rage at me, which is rich, considering I am one of two people who keeps continually sticking up for you when everyone else wants to jump on your case.
I'd wager that the vast majority of us would like to be able to use qtpfs, but just turning it on results in terrible behavior and we don't have the foggiest idea how to optimize it, and here you sit, lips sealed tightly.
sim: add heat-inspired path collision avoidance (new heatMapping, hea…
…tMod and heatProduced moveinfo tags)
description of new tags:
- heatMapping (boolean) enables/disables generation and usage of path heat.
default true.
- heatProduced (int) states how much heat to place on a square if a path goes
through it. heat is set to max(currentSquareHeat, heatProduced).
default 30.
- heatMod is the pathfinder cost modifier that is multiplied by the heat
of the current square. default 0.05.
none of those tags affect the path estimator, so changing them doesn't force a repath.
effects should be noticable when ordering tight groups of units to move
through huge flat areas.
I see now in clicking one of your links, heatmapping is explained a little bit more (the barest amount possible). Apparently I should be using 0.05 for heatmod (I used 0.5 in my test), which is arbitrary as all hell, but whatever. More testing is apparently needed, but it would be nice to at least have some inkling of what values produce nice results in certain situations.
Just give us a point of reference. Jesus, is it really that hard? Why do you insist on sabotaging yourself and all of your hard work? You make everyone angry by remaining mute and then basically give everyone the finger, when, with a few paragraphs and some code/tag references, you could give us the tools to create awesome things using your hard work.
I really do not understand your logic at all.
Obviously, from the tone of this post, I'm annoyed.
The BA crowd would wet themselves with joy over what settings you used to make these flash tanks behave like this:
http://youtu.be/4rycY4JfLGs
And if the rest of us knew, we could extrapolate from that, settings for our own units.
Yeah well, by that logic, I should know vb.net fluently because I have Visual Basic 2008 installed.
Yeah, we can turn qtpfs on, but we don't have the foggiest idea how to use it, and as far as I know, you're the only one who knows how.
If I turn it on in evo, all kinds of crazy nonsensical stuff happens and pathing goes directly to hell. That's what happens by turning it on without changing any settings or anything. It isn't my fault for not knowing how where there is no instruction (that I am aware of). And a 2 sentence description in the wiki is not "instruction".
Could you please provide us with a baseline example? Pick any of your vids showing off the pathfinder, and explain how to achieve those results.
That shouldn't take more than 10 minutes of your time, if that.