Opened 7 years ago

Closed 6 years ago

#4735 closed defect (fixed)

Ungarrison units in the direction of their garrisonholders rallypoint

Reported by: Imarok Owned by: temple
Priority: Should Have Milestone: Alpha 23
Component: UI & Simulation Keywords:
Cc: Patch: Phab:D1041

Description (last modified by Imarok)

When the initial spawnpoint of a building is unconnected with the rest of the map, you won't be able to use the units from this building, because they are trapped inside this unconnected area. This often happens when you build a fortress near some trees and train some rams.

In this picture, we see a catapult being trained, but it's trapped inside some trees, because it spawns at the initial spawnpoint of the fortress (red circle):

https://trac.wildfiregames.com/raw-attachment/ticket/4735/screenshot0086.png

The solution to this issue is to set the inital spawnpoint at the position, their is in.

refs #4484

Attachments (1)

screenshot0086.png (433.6 KB ) - added by Imarok 7 years ago.

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Change History (8)

by Imarok, 7 years ago

Attachment: screenshot0086.png added

comment:1 by Imarok, 7 years ago

Description: modified (diff)

comment:2 by elexis, 7 years ago

Also refs #4713. We might have to do 4713 beforehand, because the Footprint component is slow af and needs a different approach before we add more features (though I guess changing the starting angle wouldn't hurt much).

So I guess the two feature requests should work this way: 1. start at rallypoint 2. if there is no rallypoint, start at the template position.

comment:3 by mimo, 7 years ago

Concerning this ticket itself, I agree that it may be a bit annoying but still buildings have a door! and it seems logical to start spawning at the door. It's the responsability of the player to position its structure (rotations are really easy to do) in a way that the door is not blocked. Maybe adding a more visible indicator of the door when positionning a foundation would help?

comment:4 by elexis, 7 years ago

(Not a real solution, but the reported issue could also be avoided from the player side by placing an outpost or house between the trees, or to gather the trees.)

The requested feature might be useful in other situations too. For example if we set a building in a central location and sometimes want to ungarrison and then attack at the left or right side.

mimo's idea works too for me. (Maybe the one who wants to implement it can decide.)

comment:5 by Imarok, 6 years ago

Patch: Phab:D1041

comment:6 by temple, 6 years ago

Owner: set to temple
Status: newassigned

comment:7 by temple, 6 years ago

Resolution: fixed
Status: assignedclosed

In 21144:

Spawn units in rally point direction

Differential Revision: https://code.wildfiregames.com/D1041
Reviewed by: bb
Comments by: elexis, wraitii
Fixes: #4735

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