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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Reboot
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RE: Pathing Issue

Post by Reboot »

ORIGINAL: Andrew Williams

Done... works like it should...except being able to drive off the bridge sides.


brilliant! so now just remove the bridge walls, and the bridges, and the fancy timers & bridge explosions.... then we'll have no more of this "a bridge too far" crap. XXX Corps will zoom to Arnhem...yee haw
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Andrew Williams
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RE: Pathing Issue

Post by Andrew Williams »

errr... no... just tweak the exe to deal with a parallel "Bridge Wall" obstacle

[:'(]
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Andrew Williams
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RE: Pathing Issue

Post by Andrew Williams »

Removing the bridge walls is removing the obstacle completely.  You basically just have open terrain.  There is no obstacle to navigate in this case.


My testing has highlighted the fact that the "bridge"isn't the problem. (recent beta patches for earlier CC's has dealt with the "Bridge"element as problematic)

It's the positioning of the string of two parallel impassable elements.

In theory the vehicle should pass between them... in practice it will not... from close range , from a distance, with waypoints or without.

The vehicles size shouldn't be an isuue either (but it maybe if this calculation is incorrect)
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squadleader_id
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RE: Pathing Issue

Post by squadleader_id »

How about changing the element values of bridge walls to something similar to stone wall (crushable and not impassable).
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Andrew Williams
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RE: Pathing Issue

Post by Andrew Williams »

you then have the result of the teams leaving the bridges mid bridge.


It is being looked at carefully.
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squadleader_id
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RE: Pathing Issue

Post by squadleader_id »

ORIGINAL: Andrew Williams

you then have the result of the teams leaving the bridges mid bridge.


It is being looked at carefully.

Hmm...just add new graphics of tanks crashing into bridge walls and splashing into rivers [:D]
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Andrew Williams
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RE: Pathing Issue

Post by Andrew Williams »

mucking around with 3c and it can be made to work right .

Around the 90% success rate now


http://closecombat.matrixgames.com/LSA/ ... idge1.html


Not to say that a little work on the exe wouldn't help either.
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Dundradal
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RE: Pathing Issue

Post by Dundradal »

Great detective work!

One thing I'd like to keep in mind is the potential for a pathing fix to be able to go in reverse. As in for COI (although you don't see too bad a pathing issue there), WAR (ugh!) and TLD. I'd hope you'd be able to apply it to them in some form in the future.
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RD Oddball
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RE: Pathing Issue

Post by RD Oddball »

Actually you can go in reverse now. Placing a regular "move" command directly behind your tank will get it to go in reverse. Start off placing it 10m behind your tank. It takes a bit of finesse as it has to be DIRECTLY behind your tank. Longer moves require more precision in placing that movement point but you can make pretty long moves in reverse.
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Dundradal
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RE: Pathing Issue

Post by Dundradal »

Hahahaha, Oddball, I didn't mean actually moving in reverse. I meant being able to take a path finding fix and applying it retroactively to the earlier re-releases [:'(]
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Jaroen
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RE: Pathing Issue

Post by Jaroen »

ORIGINAL: Andrew Williams

you then have the result of the teams leaving the bridges mid bridge.


It is being looked at carefully.


Thank you Andrew and other staff!!!! Keep on the good work!

It's a tough job and might take some time. Don't forget to have a cool beer sometime for inspiration. [;)]
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RD Oddball
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RE: Pathing Issue

Post by RD Oddball »

ORIGINAL: Dundradal

Hahahaha, Oddball, I didn't mean actually moving in reverse. I meant being able to take a path finding fix and applying it retroactively to the earlier re-releases [:'(]
[:D] ah sorry. That is the plan with respect to features that are shared in common.
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RD Oddball
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RE: Pathing Issue

Post by RD Oddball »

ORIGINAL: Jaroen


Thank you Andrew and other staff!!!! Keep on the good work!

It's a tough job and might take some time. Don't forget to have a cool beer sometime for inspiration. [;)]

Thanks Jaroen. Wouldn't be possible without some of the coolest game fans in the world. We appreciate the understanding and patience.

Re: cool beer - Good suggestion.[8D]
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