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    What happened to pathfinding?

    Scheduled Pinned Locked Moved Game Issues and Gameplay questions
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    • ? Offline
      A Former User
      last edited by

      https://replay.faforever.com/21267971
      14:00: My base. Engies spread away from their objective (T3 gen)

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      • ZLOZ Offline
        ZLO
        last edited by

        idk... yea some engies did go far away... but afaik they just could not find the wrecks that they were trying to reclaim
        the whole reason they were moving there is to reclaim t1 pgen wrecks but wrecks were reclaimed before they arrived...
        i guess they are supposed to somehow realize that wrecks are gone and they need to reset themselves and keep assisting new task that t3 engineer is doing...
        might be the problem that engineers kinda got the orders to
        "1) try to get there, 2) then try to reclaim the wrecks, 3) after wrecks are reclaimed you are done and ask t3 engy for new tasks"
        And they never could get there cause they could not get inside of the t3 pgen or something
        and only after they would get there they would realize that wrecks are gone and go thought stages 2 and 3.

        TA4Life: "At the very least we are not slaves to the UI" | http://www.youtube.com/user/dimatularus | http://www.twitch.tv/zlo_rd

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        • R Offline
          Rama
          last edited by

          I was watching some other people's replays of AI Wave Survival games, and did observe in one, the Cybran T2 destroyers wouldn't path via a straight water route to the players. Looks like they were trying to path onto land (which actually was the optimal route to some players). I am guessing this was a very map specific issue, with some invisible barrier or map flaw preventing transition from water to land, as it hasn't happened on any of the maps I use.

          I have had, on rare occasions, my ACU wander off half way across the map after being given large build queues. Seems it says, "Enough with this!" and decides to go for a walk. It is ok, I find it funny to hear the alert my ACU is taking damage, check my base where nothing is happening, and then a gigantic explosion half a map away!

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          • ? Offline
            A Former User
            last edited by

            It still happens, but now I started noticing that if I order my com to attack a specific target, it tries to go away from the target, then comes closer; this results in an infinite loop of walking around a point and the com never reaching the target. Will provide replays later

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            • R Offline
              Reckless_Charger
              last edited by Reckless_Charger

              Not sure about ACUs but why do Zooes go forward sometimes when you click for them to retreat. Extremely annoying

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              • ? Offline
                A Former User @Reckless_Charger
                last edited by

                @reckless_charger All hovers do this when you order them to go back

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                • R Offline
                  Reckless_Charger
                  last edited by

                  Why?

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                  • JipJ Offline
                    Jip
                    last edited by

                    It's because of a bug. if I'm not mistaken the behavior only occurs when the unit is aiming for another unit, e.g. when it is in battle. The bug is that the unit appears to be rotated, but it's because of the weapon rotating the unit and the path finding does not take that into account. Meaning it 'rotates' the unit again, but ... yeah - you know what happens and it gets a bit odd.

                    A work of art is never finished, merely abandoned

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                    • R Offline
                      Reckless_Charger
                      last edited by Reckless_Charger

                      So it happens exactly when you want them to retreat which is a massive pain as they suicide themselves. Would it help if I pressed stop then and then retreat my Zooees?

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                      • ? Offline
                        A Former User @Reckless_Charger
                        last edited by

                        @reckless_charger I can only recommend not spamming the move order

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                        • JipJ Offline
                          Jip
                          last edited by

                          @Reckless_Charger the suggestions of @Melanol is correct, just issue the move order once and it's fine.

                          A work of art is never finished, merely abandoned

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                          • ZLOZ Offline
                            ZLO
                            last edited by

                            Hover unit thing is not a bug, currently it is a feature.
                            it has been this way all the time
                            and afaik fix is easy. just turn every hover unit into t2 sera hovertank
                            Tests were done and people who worked on it didn't like it so it was never fixed

                            TA4Life: "At the very least we are not slaves to the UI" | http://www.youtube.com/user/dimatularus | http://www.twitch.tv/zlo_rd

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                            • R Offline
                              Reckless_Charger
                              last edited by

                              Why didn't they like it? It's a rubbish 'feature'

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                              • JipJ Offline
                                Jip @ZLO
                                last edited by

                                @zlo said in What happened to pathfinding?:

                                Hover unit thing is not a bug, currently it is a feature.
                                it has been this way all the time
                                and afaik fix is easy. just turn every hover unit into t2 sera hovertank
                                Tests were done and people who worked on it didn't like it so it was never fixed

                                As far as I know it is because of the blueprint field SlavedToBody being true. This field is essential for how the Aurora, Blaze and the Zthuee aim as their weapons are not turrets, but instead attached to the body of the unit.

                                cad19b51-b635-4e96-9d6e-b8e121982100-image.png

                                Unless you know details that I don't 🙂 , I'd love to know them.

                                A work of art is never finished, merely abandoned

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                                • JipJ Offline
                                  Jip
                                  last edited by

                                  @Reckless_Charger See also: https://github.com/FAForever/fa/pull/5910. We'll adjust the path finding behavior for the Blaze and the Zthuee.

                                  Thank you @ZLO for shining a light on a possible solution.

                                  A work of art is never finished, merely abandoned

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                                  • ZLOZ Offline
                                    ZLO
                                    last edited by

                                    @reckless_charger said in What happened to pathfinding?:

                                    Why didn't they like it? It's a rubbish 'feature'

                                    Because after that "fix" those units behaved exactly like regulat unist, no wobble, no turning their body toward enemy, no sliding around, no wiggle, no weird slowdowns :D. i think it just felt wrong, units lost all their character and just became another version of sera t2 hover tank

                                    TA4Life: "At the very least we are not slaves to the UI" | http://www.youtube.com/user/dimatularus | http://www.twitch.tv/zlo_rd

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                                    • R Offline
                                      Reckless_Charger
                                      last edited by Reckless_Charger

                                      They're artillery not direct fire units. I think units doing the opposite of what you instruct them to does not add character rather it detracts from the game. I've no idea about how the game physics is coded but I would have thought there must be values for turning rates or deceleration that could be chosen for hover units which would make them less agile and more 'realistic'

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                                      • ? Offline
                                        A Former User
                                        last edited by

                                        Here is ACU moving in circles: https://replay.faforever.com/22003007
                                        I think it happens when you order it to attack a unit that is close but not in its radius of attack

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