Pathing for units is flawed

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Strangle_all
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Joined: 05 Oct 2011, 21:19

Pathing for units is flawed

Post by Strangle_all »

I have been playing the newest release candidate for WZ (3.1 RC 2) and the units seem to get stuck on walls and other units. I don't know if this is the proper place for this, but just wanted to put out the issue I have been having. I can move the units manually, but if I send them back to base to get repaired and have other units moving back to a position where they meet up, they will stop and start turning continuously.
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Stratadrake
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Re: Pathing for units is flawed

Post by Stratadrake »

This is a widely known issue which seems to have started occuring in the 3.x series (2.x releases did not exhibit the behavior?) .

The problem isn't pathfinding per se, it's about execution of said path, especially in a crowd. When you tell several units to travel from A to B and they cross paths with units travelling from B to A, it's like two people heading opposite directions in a hallway and getting stuck on negotiating who goes left and who goes right (when the hallway is already wide enough for both).
Strata @dA, @FAC
themac
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Re: Pathing for units is flawed

Post by themac »

I have also seen two trucks driving in a cycle around each other. Looks funny! :)
Last edited by themac on 28 Sep 2012, 12:10, edited 1 time in total.
Originway
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Re: Pathing for units is flawed

Post by Originway »

yeah, this has been going on for a long time. :(