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RE: Pathing Issue

Posted: Tue Jul 13, 2010 5:42 pm
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

RE: Pathing Issue

Posted: Tue Jul 13, 2010 8:05 pm
by Andrew Williams
errr... no... just tweak the exe to deal with a parallel "Bridge Wall" obstacle

[:'(]

RE: Pathing Issue

Posted: Tue Jul 13, 2010 8:16 pm
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)

RE: Pathing Issue

Posted: Tue Jul 13, 2010 10:31 pm
by squadleader_id
How about changing the element values of bridge walls to something similar to stone wall (crushable and not impassable).

RE: Pathing Issue

Posted: Tue Jul 13, 2010 10:42 pm
by Andrew Williams
you then have the result of the teams leaving the bridges mid bridge.


It is being looked at carefully.

RE: Pathing Issue

Posted: Tue Jul 13, 2010 11:08 pm
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]

RE: Pathing Issue

Posted: Tue Jul 13, 2010 11:58 pm
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.

RE: Pathing Issue

Posted: Wed Jul 14, 2010 1:11 am
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.

RE: Pathing Issue

Posted: Wed Jul 14, 2010 10:21 am
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.

RE: Pathing Issue

Posted: Wed Jul 14, 2010 10:28 am
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 [:'(]

RE: Pathing Issue

Posted: Wed Jul 14, 2010 10:33 am
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. [;)]

RE: Pathing Issue

Posted: Wed Jul 14, 2010 11:06 am
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.

RE: Pathing Issue

Posted: Wed Jul 14, 2010 11:08 am
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]