CPU Doesn't send players in motion
Moderator: David Winter
CPU Doesn't send players in motion
I made a playbook with a bunch of plays that have players in motion before the snap. I'm pretty sure I set it up right, because when I test the plays if I push "2", the guy goes in motion like he's supposed to.
But when the CPU is controlling the team with that playbook it never sends the players in motion before the snap. Is there a setting somewhere that I'm missing?
But when the CPU is controlling the team with that playbook it never sends the players in motion before the snap. Is there a setting somewhere that I'm missing?
- garysorrell
- Posts: 2176
- Joined: Sat Jan 29, 2005 7:47 pm
RE: CPU Dpesn't send players in motion
I just checked using my 8 man playbook, it has motion on every play. It seemed to work fine.
RE: CPU Dpesn't send players in motion
I use a fair amount of motion plays
the CPU has no problem using them either
the CPU has no problem using them either
- dreamtheatervt
- Posts: 483
- Joined: Sat Apr 22, 2006 2:11 am
- Location: Virginia
RE: CPU Dpesn't send players in motion
What's your playclock setting? If there isn't enough time, the QB will snap it before motion starts.
RE: CPU Dpesn't send players in motion
I found the problem.....I had the guy in motion, but I forgot to add him to the motion list on the bottom left.
RE: CPU Dpesn't send players in motion
I think I see another mistake I made....
When you set up the motion, is the red dot the point after which the qb will snap the ball? I had some motions where the red dot was directly behind the reciever and then he motioned across the formation. When I was watching the game, on most of the motions (now that I've got it working), the qb would snap the ball before the WR had finished motioning (play clock is 45 sec.). I had a few plays though where I put the red dot on the other side of the formation, and I remember seeing some plays where the qb waited for the motion to finish. I'm guessing it's because of the red dot.....correct?
When you set up the motion, is the red dot the point after which the qb will snap the ball? I had some motions where the red dot was directly behind the reciever and then he motioned across the formation. When I was watching the game, on most of the motions (now that I've got it working), the qb would snap the ball before the WR had finished motioning (play clock is 45 sec.). I had a few plays though where I put the red dot on the other side of the formation, and I remember seeing some plays where the qb waited for the motion to finish. I'm guessing it's because of the red dot.....correct?
- dreamtheatervt
- Posts: 483
- Joined: Sat Apr 22, 2006 2:11 am
- Location: Virginia
RE: CPU Dpesn't send players in motion
No, the red point is a waypoint. The player will end his motion where you put him, but he will motion to the red dot first. It allows you to make reverse motion (cross the formation and go back across) or just change direction in the motion route.
RE: CPU Dpesn't send players in motion
Oh, alright then.....maybe I'll try adding 5 seconds to the playclock then. Thanks.
RE: CPU Dpesn't send players in motion
Hmm......I still seem to have the problem with the CPU QB snapping the ball too early. It's sending the guys in motion now, but half the time it waits for them to get to their spot, and half the time it snaps snaps the ball while the WR is running behind the o-line.
I don't think it has to do with too little time, since I set the play clock to 45 seconds, and the times I thought to look it was snapping the ball too early with 14-15 seconds still on the play clock.
Anybody else have this problem or ideas how to fix it?
I don't think it has to do with too little time, since I set the play clock to 45 seconds, and the times I thought to look it was snapping the ball too early with 14-15 seconds still on the play clock.
Anybody else have this problem or ideas how to fix it?
RE: CPU Dpesn't send players in motion
Nobody else out there with this problem?
I went over my plays again yesterday, and I can't determine anything different about some of the plays than the others. I still haven't even been able to determine if it's the same plays that are always getting snapped too early, or if it's just random.
I went over my plays again yesterday, and I can't determine anything different about some of the plays than the others. I still haven't even been able to determine if it's the same plays that are always getting snapped too early, or if it's just random.
RE: CPU Dpesn't send players in motion
I could check this out when I go into the game.
I haven't seen a problem with it other than when the clock is running down.
How long are your motion routes?
I haven't seen a problem with it other than when the clock is running down.
How long are your motion routes?
- dreamtheatervt
- Posts: 483
- Joined: Sat Apr 22, 2006 2:11 am
- Location: Virginia
RE: CPU Dpesn't send players in motion
The biggest motion problem I have is in the PDS. When I load a play that has motion, the first time I snap it I can start the motion. I can also start the motion if the previous play is a TD, an incomplete pass, or goes out of bounds. If the previous play ends with a player being tackled in the field of play, the CPU snaps the ball as soon as all 11 offensive players reach their starting position, making it impossible to get motion started.
RE: CPU Dpesn't send players in motion
Not long....my formations aren't very wide. The WRs are about 6-7 yards outsid (if that), and the motion is usually going from one side to a slot position on the other side (about 3 yards past the tackle).ORIGINAL: Marauders
I could check this out when I go into the game.
I haven't seen a problem with it other than when the clock is running down.
How long are your motion routes?
RE: CPU Dpesn't send players in motion
I've seen that as well.ORIGINAL: dreamtheatervt
The biggest motion problem I have is in the PDS. When I load a play that has motion, the first time I snap it I can start the motion. I can also start the motion if the previous play is a TD, an incomplete pass, or goes out of bounds. If the previous play ends with a player being tackled in the field of play, the CPU snaps the ball as soon as all 11 offensive players reach their starting position, making it impossible to get motion started.
RE: CPU Dpesn't send players in motion
Not long....my formations aren't very wide. The WRs are about 6-7 yards outsid (if that), and the motion is usually going from one side to a slot position on the other side (about 3 yards past the tackle).
Is this just in the PDS, or is it in games as well?
RE: CPU Dpesn't send players in motion
Well, in the PDS I'm the one controlling the motion and the snap, so no.....just in the games when the CPU is in control.
I'm trying to pin down if it always happens on the same plays or not. So far I haven't been able to though (the damn game seems to always decide not to show what play it was when I really need to see it).
I'm trying to pin down if it always happens on the same plays or not. So far I haven't been able to though (the damn game seems to always decide not to show what play it was when I really need to see it).
RE: CPU Doesn't send players in motion
Well, in the PDS I'm the one controlling the motion and the snap, so no ... just in the games when the CPU is in control.
That makes sense.
I did some checking, and something similar was noted in testing. I don't know what the follow up was on it. Nevertheless, it still looks to be a problem for at least some plays.
Is this just on motion plays that cross the formation?
RE: CPU Doesn't send players in motion
My biggest problem is when a play is dependent on a motion. For example, if my HB starts out wide and he goes in motion into the backfield where he receives a direct snap, there's the occasional moment where the center performs the impossible snap, getting the ball 20 yards to his left or right, miraculously avoiding the guards and tackles.
RE: CPU Doesn't send players in motion
If that's the case, there isn't much we can do about it now other than to cut down on long motion plays in playbooks run by the CPU.
I am sure we will see other cases where items like this have been found either by testers or the community that have not been addressed in the final build. It would be nice if these type of things could be addressed from time to time, but the developer is the only one who may do so, and he isn't around to do it.
It is likely a good idea to look at what can be done in the game and accept that all computer games have limitations.
I am sure we will see other cases where items like this have been found either by testers or the community that have not been addressed in the final build. It would be nice if these type of things could be addressed from time to time, but the developer is the only one who may do so, and he isn't around to do it.
It is likely a good idea to look at what can be done in the game and accept that all computer games have limitations.
RE: CPU Doesn't send players in motion
Well that would kinda suck if there was nothing we could do about it.
But it is weird....like I said, sometimes it works (even coming across the formation). I went through all my plays with motion the other day to make sure they were all as similar as possible, but I still can't tell if it only happens on certain plays or not.
But it is weird....like I said, sometimes it works (even coming across the formation). I went through all my plays with motion the other day to make sure they were all as similar as possible, but I still can't tell if it only happens on certain plays or not.