It may sound like i'm crying a bit but hey, i JUST WANNA KNOW
Unit pathing
Unit pathing
Just throwing it out there and wondering if it's possible, can pathing be in any way preset?(i know not now,in the future) i've been plagued(and many others) by DoW pathing and kinda upsets me.
It may sound like i'm crying a bit but hey, i JUST WANNA KNOW
It may sound like i'm crying a bit but hey, i JUST WANNA KNOW
Re: Unit pathing
I have heard time and time again that it cannot be changed, unless someone can tell me otherwise.
The internal battery has run dry, the game can now be played. However, clock based events will no longer occur.
Re: Unit pathing
Pathing has been an issue since the dawn of dawn of war.
I doubt there's a solution, as it's been around for ages I'm sure Relic tried to fix it many times.
Try and get around it by shift-clicking your path, but it's still hard.
I doubt there's a solution, as it's been around for ages I'm sure Relic tried to fix it many times.
Try and get around it by shift-clicking your path, but it's still hard.
- Ace of Swords

- Posts: 1493
- Joined: Thu 14 Mar, 2013 7:49 am
- Location: Terra
Re: Unit pathing
Yes I guess it's a problem at the root of the game, though they have improved with time, DoW1 pathing was hell, what we have now is much better but often bugs out and it's hard to control, dunno about CoH2 but it seems improved alot by what I heard, maybe someone that has played can confirm.

- Nuclear Arbitor

- Posts: 1106
- Joined: Tue 12 Feb, 2013 2:56 am
Re: Unit pathing
it's better. still has big issues though.
- Commissar Vocaloid

- Posts: 329
- Joined: Tue 25 Jun, 2013 5:37 pm
- Location: Canada
Re: Unit pathing
Yeah as much as everyone wants it, I don't think it's something that can be changed, as it's inherent to the engine itself and not something that is modifiable (or if it can, not without big changes I'd imagine, though I am doubtful this is the case). I think the biggest crutch is with vehicles however, and how pathing in reverse prevents you from targeting specific units. That's the kick the jewels for me in particular.

Twitch: commissar_vocaloid
Tex wrote:Torpid + Riku sittin in a tree, A-R-G-U-I-N-G, first comes opinion, then comes a bias, then comes a never ending loop of philosophical retorts in response to childish finger wagging.
Re: Unit pathing
From one of the first patch notes: "Infantry pathfiding values tweaked" :pCommissar Vocaloid wrote:Yeah as much as everyone wants it, I don't think it's something that can be changed
- Nuclear Arbitor

- Posts: 1106
- Joined: Tue 12 Feb, 2013 2:56 am
Re: Unit pathing
they can change some of it, but not much. i suspect changes to those pathing values they can change (as opposed to things like unit turning speed) would be more expensive.
-
krooza nob boss

- Posts: 13
- Joined: Fri 30 May, 2014 6:05 pm
Re: Unit pathing
Abou the vehicle pathing, any chance a "reverse" button will be added similar to that of coh2?
- Commissar Vocaloid

- Posts: 329
- Joined: Tue 25 Jun, 2013 5:37 pm
- Location: Canada
Re: Unit pathing
Dark Riku wrote:From one of the first patch notes: "Infantry pathfiding values tweaked"Commissar Vocaloid wrote:Yeah as much as everyone wants it, I don't think it's something that can be changed
I'm curious as to what exactly was tweaked - I'm sceptical that the game would allow you to change the pathing algorithm's so easily, if at all.

Twitch: commissar_vocaloid
Tex wrote:Torpid + Riku sittin in a tree, A-R-G-U-I-N-G, first comes opinion, then comes a bias, then comes a never ending loop of philosophical retorts in response to childish finger wagging.
Re: Unit pathing
Squads would leave fellow squad-members in a bad spot and look out for themselves.
Remember back in DoW2 retail where sometimes squads would rejoin a squad that was getting nomned in melee combat?
Yeah - we changed that abit to ease up the frequency and reduced it abit. Hench the consequence is that sometimes squads are out of sync with one another, but that's probably because they were in a bad spot prior to that.
I'm sure if you look up on some cast, you'll see 2-3 models sticking together, and there will be 1 model slowly catching up them. If they didn't look out for themselves more often, they probably would be dead.
Remember back in DoW2 retail where sometimes squads would rejoin a squad that was getting nomned in melee combat?
Yeah - we changed that abit to ease up the frequency and reduced it abit. Hench the consequence is that sometimes squads are out of sync with one another, but that's probably because they were in a bad spot prior to that.
I'm sure if you look up on some cast, you'll see 2-3 models sticking together, and there will be 1 model slowly catching up them. If they didn't look out for themselves more often, they probably would be dead.
Re: Unit pathing
krooza nob boss wrote:Abou the vehicle pathing, any chance a "reverse" button will be added similar to that of coh2?
I don't know what is it, but from the sound of it it's something DoW2 really, really needs (alongside with "target lock" for vehicles). Something tells me that this probably won't happen, though who knows, if there are already existing values that regulate advanced unit coherency like Caeltos said, maybe there's some value that dictates when it's too close to a waypoint to attempt a pivot or something like that.
I also wonder if there are functions that can temporary affect unit's firing priorities in this game...
When in mortal danger, when beset by doubt
Run in little circles, wave your hands and shout
Run in little circles, wave your hands and shout
Re: Unit pathing
Yeah a target lock for vehicles is the single biggest thing this game needs. Funnily enough, such a change would probably lead to across-the-board tank nerfs because tanks would suddenly become twice as effective.
I'm guessing it's out of the modding team's range though.
I'm guessing it's out of the modding team's range though.
Follow my stream! twitch.tv/frozenvapor100
- Black Relic

- Posts: 846
- Joined: Mon 29 Jul, 2013 3:05 am
- Location: United States
- Contact:
Re: Unit pathing
Might be possible if it was tied to a ability. I played the campaign for SM and there is a ability that could be used as a model for this. However as its a given, once the targeted unit move out of its range it wont shoot. It will be toggled too so if i can figure out how to "lock" it would still work even if moved during the ability. There are other ways to cut around it but probably would be less effective and not worth the time.
I am actually thinking about attempting to make directional buttons as toggled abilities that cause a vehicle to move in wanted direction. Like if you want you tank to move back reliably, you have the back button. If you want them to turn a right. Hit forward/back and then hit right. The current system would still be kept though. But idk if I can do this or if it can be done. I would have to experiment a bit.
I am actually thinking about attempting to make directional buttons as toggled abilities that cause a vehicle to move in wanted direction. Like if you want you tank to move back reliably, you have the back button. If you want them to turn a right. Hit forward/back and then hit right. The current system would still be kept though. But idk if I can do this or if it can be done. I would have to experiment a bit.
"...With every strike of his sword, with every word of his speech, does he reaffirm the ideals of our honored master..." -From the Teachings of Roboute Guilliman as laid down in the Apocrypha of Skaros. Space Marines Codex pg. 54
Return to “Community General Discussion”
Who is online
Users browsing this forum: No registered users and 0 guests



