Pathing Issue

Close Combat – Last Stand Arnhem is a highly enhanced new release of Close Combat, using the latest Close Combat engine with many additional improvements. Its design is based on the critically acclaimed Close Combat – A Bridge Too Far, originally developed by Atomic Games, as well as the more recent Close Combat: The Longest Day. This is the most ambitious and most improved of the new Close Combat releases, but along with all the enhancements it retains the same addicting tactical action found in the original titles! Close Combat – Last Stand Arnhem comes with expanded force pools, reserve & static battlegroups, a troop point buying system, ferry and assault crossings, destructible bridges, static forces and much more! Also included in this rebuild are 60+ battles, operations and campaigns including a new enhanced Grand Campaign!
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patchogue
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RE: Pathing Issue

Post by patchogue »

The 'can't go there' seems to relate to traffic - if there is another tank nearby they don't like to pass.

The pathing issue might be down to tank commanders wanting to see Christmas - there is a AT gun and tank destroyer ahead...they are likely pointing at the choke point!
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Andrew Williams
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RE: Pathing Issue

Post by Andrew Williams »

seems to relate to traffic

in many if not most cases yes.

Try and space out your commands... if you have a tank crossing a bridge and try and order another past it you will receive "can't go there"
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Trash78
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RE: Pathing Issue

Post by Trash78 »

Try the Arnhem bridge battle map. The bridge is wide enough for three or four pzkws to drive over it at once. Still the game keeps giving the "can't reach target" reply when you even try to send one over it.
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bairdlander2
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RE: Pathing Issue

Post by bairdlander2 »

I tried the scenario JD was talking about as Axis,gave an order for Stug already on a road to move further down the road and instead of going straight,it veered off the road,went through a wall then came back to where it was and then went straight down road where I had originally ordered it.As for using waypoints the distance I wanted Stug to move was very small 20m and still,it veered off like that.
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Dundradal
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RE: Pathing Issue

Post by Dundradal »

Is the pathing issue related to how maps are coded? I have no clue how units decide what terrain they are crossing (I'm guessing you code it in the map?), but I have a feeling that the AI gets confused in trying to decide how best to traverse an area.

Waypoints definitely help and I have noticed the "can't move there" audio cue quite a bit in the other games (WAR and TLD more so than COI) yet I can clearly see it's paved road.

What is feeding info to the vehicle AI in order for it to find a path? How is it different from the infantry AI? They seem to do alright in pathfinding.
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Tejszd
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RE: Pathing Issue

Post by Tejszd »

Definitely map coding is huge. The engine does not see the pretty picture we see.

The coding divides the map into 5 by 5 pixel squares that are coded as a single element and a single height. Each square based on those 2 values provides; cover, protection. line of sight hindrance, etc. (plus many other things, check out the CC workbook for more info).

Infantry for movement have one big advantage, soldiers can move diagonal; corner to corner between element squares and do not seem to be impacted by other soldiers being present.

Vehicles can only move from one flat side of an element square to another (realistic given vehicle sizing) and do take into account other vehicles. If vehicles are close together or you order one past another you do seem to get the "can't get there" message way more than other times....

The movement type also comes into play as the slower you order someone to move the more the AI should take terrain and enemy threats into account in planning its path....

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RD Oddball
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RE: Pathing Issue

Post by RD Oddball »

In this particular instance though map coding is not the problem. Steve is has been looking at the pathing issue for the past couple days as it's related to the engine.
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RE: Pathing Issue

Post by benpark »

Lots of pathing problems with the bridge shown in the first post. Very frustrating to see this is an issue in the remakes still. This is definitely patch priority material.

I don't know how the friendly AI can actively be encouraged to use them, but can a priority could be put in place (ie, road chosen over river with no deviation unless destroyed)?
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Andrew Williams
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RE: Pathing Issue

Post by Andrew Williams »

The only map coding that could possibly be creating a problem at those bridges is the 1.5meter rise and fall in elevation at each end of the bridges.

Otherwise it is changes to the exe.
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Dass
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RE: Pathing Issue

Post by Dass »

Well if AI is dificult to implement Pathfinder is a nightmare..and when they are part of the same you take your conclusions.
One of the best things i realy liked on this series is that you could marks severerals points to get to te final stage.
I dont play for a long time..dont know if you could define what to do at each point before advance to next...but that could be a nice feature for devs to implement.
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Andrew Williams
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RE: Pathing Issue

Post by Andrew Williams »

Nice idea Dass
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Andrew Williams
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RE: Pathing Issue

Post by Andrew Williams »

Just tried this same battle as judge posted with the Ai as the allies.

They had the same problem crossing the bridge... ending up in the water.

I wonder if it is because the VL is off to the side playing havoc with the pathing there.
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Andrew Williams
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RE: Pathing Issue

Post by Andrew Williams »

Nope... they just sent a tank to the other side of the bridge
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SteveMcClaire
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RE: Pathing Issue

Post by SteveMcClaire »

ORIGINAL: JudgeDredd
I'm afraid to say there is a pathing issue...

As Oddball said, we're looking into this issue. Thanks for your feedback.

If you want a vehicle to use the fastest (typically the most direct) path to a destination, the 'Move Fast' order is the best bet. This favors speed over safety.

On the "Can't go there" path finding failures -- these are typically related to the path calculations getting too complex. There is a cut off to prevent the game from stalling when a complex path is calculated. But if you're seeing this for relatively short paths please post a screen shot. That helps a lot with finding specific problem cases.

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CaptRio
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RE: Pathing Issue

Post by CaptRio »

Ive noticed that its better to issue the MOVE order instead of MOVE FAST one......
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bairdlander2
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RE: Pathing Issue

Post by bairdlander2 »

Just playing as Germans,orderd squad over Dommel bridge,instead of going straight over bridge they moved off road/bridge and attempted to go across the water then moved back onto bridge where they originally were and crossed.Weird.
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RD Oddball
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RE: Pathing Issue

Post by RD Oddball »

ORIGINAL: CaptRio

Ive noticed that its better to issue the MOVE order instead of MOVE FAST one......
ORIGINAL: BAIRDLANDER

Just playing as Germans,orderd squad over Dommel bridge,instead of going straight over bridge they moved off road/bridge and attempted to go across the water then moved back onto bridge where they originally were and crossed.Weird.

That IS helpful feedback guys. Thanks!
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Knavery
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RE: Pathing Issue

Post by Knavery »

Yeah I just purchased the game and am noticing all of the aforementioned behavior. I've only started the first map in the campaign (Valkenswaard). I'm not only having problems moving vehicles in straight lines (even when using waypoints over extremely short distances), but I'm having problems issuing move orders and getting the "Can't go there" message.
 
I've never really noticed this in the other versions of CC. Perhaps I never realized it until now. If you guys are working on it, cool. But the game is kinda hard to play right now.
 
...Oh and as I was typing this, one of my Shermans got smoked near the bridge south of the Lumber Mill. I should have laid down smoke. UGH!
 
 
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Andrew Williams
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RE: Pathing Issue

Post by Andrew Williams »

I just zoomed over the bridges at Valkenswaard

Valkenswaard


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Dundradal
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RE: Pathing Issue

Post by Dundradal »

I think it has to do with how the vehicles are comprehending the bridges. I was able to always get a "can't move there" audio cue when I did a waypoint directly before and after the bridge like in the image below. When I did a single waypoint to the other side of the bridge the tank moved across fine and at high speed.

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"To you, we are deeply grateful, and release what little hold we might, as Durandal, have had on your soul.
Go."
- Final Terminal Message Marathon Infinity
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