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City pathfinding
Posted: Fri Nov 16, 2018 1:33 am
by jiggathebaws
I'm finding if I try to get multiple platoons to cross a bridge at beginning of scenario, individual vehicles get a bit "creative" with how far out of the way they go to reach the other side. Tips?
RE: City pathfinding
Posted: Fri Nov 16, 2018 10:17 am
by noooooo
I am noticing the same. The pathfinding gets very confused if bridges are involved.
RE: City pathfinding
Posted: Fri Nov 16, 2018 10:28 am
by CapnDarwin
I would look to add waypoints before and after the crossing point you want then drop the end point. The AI based on SOP settings, may decide on some creative pathing.
RE: City pathfinding
Posted: Fri Nov 16, 2018 11:15 am
by noooooo
I'm not sure but maybe the line formation would help?
RE: City pathfinding
Posted: Fri Nov 16, 2018 11:21 am
by Blond_Knight
Column, not line.
RE: City pathfinding
Posted: Fri Nov 16, 2018 12:10 pm
by Veitikka
If you want to cross a chokepoint with a formation, use the 'march' formation type. Place a few waypoints along the road, and they should follow it nicely.
By the way, many of the pathfinding issues are caused by the one-unit-per-cell limitation. I'll try to increase the limit in the game patches. If two vehicles are allowed to enter a map cell then there should be much more space for movement.
RE: City pathfinding
Posted: Fri Nov 16, 2018 12:38 pm
by jiggathebaws
So March is a formation, not a behavior? What's the difference between March and column?
RE: City pathfinding
Posted: Fri Nov 16, 2018 1:16 pm
by Veitikka
ORIGINAL: jiggathebaws
So March is a formation, not a behavior? What's the difference between March and column?
'March' is formation+behavior. It's optimized for road column movement and ignores the SOP 'pathfind' option. 'Column' is a formation, and uses the SOP 'pathfind' option.
RE: City pathfinding
Posted: Fri Nov 16, 2018 3:03 pm
by Werewolf13
ORIGINAL: Veitikka
'March' is formation+behavior. It's optimized for road column movement and ignores the SOP 'pathfind' option. 'Column' is a formation, and uses the SOP 'pathfind' option.
Well geeeez! I've been begging for something like that to be implemented in Steel Beasts Pro for the past 18 years and they still haven't got unit bridge crossing right.
And now a new dev with their very 1st game right out of the box does it.
WOW!