Unit pathing

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Kisuke.
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Unit pathing

Postby Kisuke. » Sun 11 May, 2014 6:50 pm

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 :)
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Swift
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Re: Unit pathing

Postby Swift » Mon 12 May, 2014 1:03 pm

I have heard time and time again that it cannot be changed, unless someone can tell me otherwise.
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Raffa
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Re: Unit pathing

Postby Raffa » Mon 12 May, 2014 2:09 pm

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.
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Ace of Swords
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Re: Unit pathing

Postby Ace of Swords » Mon 12 May, 2014 2:21 pm

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.
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Nuclear Arbitor
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Re: Unit pathing

Postby Nuclear Arbitor » Mon 12 May, 2014 5:35 pm

it's better. still has big issues though.
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Commissar Vocaloid
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Re: Unit pathing

Postby Commissar Vocaloid » Tue 13 May, 2014 2:45 am

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.
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Dark Riku
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Re: Unit pathing

Postby Dark Riku » Tue 13 May, 2014 10:21 pm

Commissar Vocaloid wrote:Yeah as much as everyone wants it, I don't think it's something that can be changed
From one of the first patch notes: "Infantry pathfiding values tweaked" :p
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Re: Unit pathing

Postby Nuclear Arbitor » Wed 14 May, 2014 4:38 am

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.
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Re: Unit pathing

Postby krooza nob boss » Mon 02 Jun, 2014 11:25 am

Abou the vehicle pathing, any chance a "reverse" button will be added similar to that of coh2?
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Commissar Vocaloid
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Re: Unit pathing

Postby Commissar Vocaloid » Tue 03 Jun, 2014 8:26 pm

Dark Riku wrote:
Commissar Vocaloid wrote:Yeah as much as everyone wants it, I don't think it's something that can be changed
From one of the first patch notes: "Infantry pathfiding values tweaked" :p


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.
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Caeltos
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Re: Unit pathing

Postby Caeltos » Tue 03 Jun, 2014 9:56 pm

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.
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Re: Unit pathing

Postby Barrogh » Fri 06 Jun, 2014 9:15 am

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...
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Re: Unit pathing

Postby Vapor » Fri 06 Jun, 2014 3:41 pm

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.
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Re: Unit pathing

Postby Black Relic » Fri 06 Jun, 2014 8:43 pm

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.
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