Opened 13 years ago
Closed 11 years ago
#881 closed defect (duplicate)
Fix pathing mismatches between different path finding algorithms
Reported by: | Kenny Long | Owned by: | Philip Taylor |
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Priority: | Must Have | Milestone: | |
Component: | UI & Simulation | Keywords: | pathing |
Cc: | Kenny Long | Patch: |
Description
This ticket was created as a result of ticket #829. Units were getting stuck because of differences between the long and short pathfinder obstacle detection thresholds. A fix/hack was put into CCmpUnitMotion to compensate for this difference. This fixed the units getting stuck problem in most cases.
Now we need to make the long and short path finders agree about passable/impassable more closely so that we get better paths and have less chance of getting stuck.
The problem is described in detail here: http://www.wildfiregames.com/forum/index.php?showtopic=14883
Philip describes two possible solutions in the forum post above. We need to implement both of these and see which one plays the best and causes the least amount of code friction.
Change History (5)
comment:1 by , 13 years ago
Owner: | changed from | to
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Status: | new → assigned |
comment:2 by , 13 years ago
Component: | Game engine → Simulation |
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comment:3 by , 13 years ago
comment:4 by , 12 years ago
Cc: | added; removed |
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Owner: | changed from | to
Status: | assigned → new |
comment:5 by , 11 years ago
Milestone: | Backlog |
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Resolution: | → duplicate |
Status: | new → closed |
Playing Alpha 7 I have noticed several times, that 2 women often get obstructed by each other instead of passing around. It looks like they are taking the same path, but in opposite directions and then choose the same path trying to get around. Sometimes it resolves it self after 5-10 path changes. Other times it keeps on.
Sounds related...