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Wheeled units get stuck
Posted: 08 Apr 2014, 09:45
by code_man
Wheeled units (turnInPlace = false,) have this awful tendency to get stuck on cliffs and i have no what to do about this.
Can i lua my way out or will devs do something about it enginewise?
Re: Wheeled units get stuck
Posted: 08 Apr 2014, 09:54
by Jools
Also noted this happening.Bring back the ping pong?
Re: Wheeled units get stuck
Posted: 08 Apr 2014, 09:57
by Silentwings
What engine are you using? I remember they used to do this alot but haven't seen any problems with it in 95/96.
Re: Wheeled units get stuck
Posted: 08 Apr 2014, 10:10
by Jools
It happens sometimes with 96 too, especially on maps with edges. Usually jeffies etc get stuck on the edges and can only be atlased out.
Re: Wheeled units get stuck
Posted: 08 Apr 2014, 10:12
by Silentwings
Never seen it, but it doesn't sound like smth you could easily avoid with lua. You could periodically check over all mobile units to see if they are right next to a cliff edge and have been there for a while, and if so move them, but it sounds a bit unreliable.
will devs do something about it enginewise?
That would presumably need you to make a bug report.
Re: Wheeled units get stuck
Posted: 08 Apr 2014, 10:17
by code_man
Silentwings wrote:What engine are you using? I remember they used to do this alot but haven't seen any problems with it in 95/96.
0.96, ok so file a bug report eh?
Re: Wheeled units get stuck
Posted: 08 Apr 2014, 10:35
by Silentwings
I would think so, although I've never seen what you're describing myself - obviously it should contain a replay.
Re: Wheeled units get stuck
Posted: 08 Apr 2014, 10:38
by Jools
Yeah, and try to make the replay as short as possible.
I was trying to look for replays, but it doesn't happen very often for me. Maybe it's only on certain maps, so could be cause of map.
Re: Wheeled units get stuck
Posted: 08 Apr 2014, 10:45
by code_man
Ok il try to make one.
Dont replays require the game it was made with to be availble too?
Re: Wheeled units get stuck
Posted: 08 Apr 2014, 10:46
by Silentwings
Yes they do.
Re: Wheeled units get stuck
Posted: 08 Apr 2014, 16:51
by code_man
Ok this here should briefly show whats up, attached the replay.
I also here attach a link to my game but dont distribute it needlesly as its in a crappy state and not really fit for playing yet.
Dont show screenshots yet either unless nececary please.
https://owncloud.cybnet.ch/public.php?s ... b9398d8c74
Re: Wheeled units get stuck
Posted: 08 Apr 2014, 17:06
by Silentwings
Bug reports about the engine should go to springrts.com/mantis.
Re: Wheeled units get stuck
Posted: 08 Apr 2014, 17:27
by code_man
Ok then il put up there later.
Re: Wheeled units get stuck
Posted: 09 Apr 2014, 06:38
by knorke
Between engines units physics and pathing usually changes a bit.
It might be better in next version, it might be worse or it might just be "different."
if units are able to reverse (see maxReverseVelocity on wiki) I find they can often free themself a bit easier.
Re: Wheeled units get stuck
Posted: 09 Apr 2014, 09:54
by code_man
The units i tested it with are capable of moving backwards, but that doenst seem to help them much.
The thing is depending on the map it can be quite bad, sure i could just make them turn in place, but that would make the entire parameter pointless.
So something should be done about this.
Sidenote: i noticed said units turn in place when given an attack order within weapon rang and in direct control mode aswel, is this a glitch too?
Re: Wheeled units get stuck
Posted: 09 Apr 2014, 16:02
by smoth
is the unit getting stuck because it moved into a place where it normally would not path to?
If so, this could be an issue with your units getting pushed into this place.
Re: Wheeled units get stuck
Posted: 09 Apr 2014, 16:22
by Jools
Yes, the units get stuck because they end up in area that is "red" in F2. I don't think it's always because of pushing or explosions etc, I think it's also sometimes PFS directing them there.
Re: Wheeled units get stuck
Posted: 09 Apr 2014, 16:32
by smoth
pfs now pushes units out of the way more than before. I thought kloot had a check before a unit gets pushed out of the way of another unit but apparently not

Re: Wheeled units get stuck
Posted: 09 Apr 2014, 16:46
by Jools
But it's better that units get stuck than that they start the ping pong. I can understand that units get stuck, it probbaly happened during
Operation_Barbarossa as well. But ping pong never happens in real life.
Re: Wheeled units get stuck
Posted: 09 Apr 2014, 17:19
by smoth
They do and yeah the ping pong was silly, I think maybe a check should happen before a unit is pushed to see IF the unit can be pushed in that direction. I absolutely loathe having a unit getting pushed INTO features or terrain they cannot escape.