Pathing for units is flawed
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Strangle_all
- New user
- Posts: 1
- Joined: 05 Oct 2011, 21:19
Pathing for units is flawed
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
- Trained

- Posts: 197
- Joined: 07 Sep 2008, 09:43
- Location: Pacific NW
Re: Pathing for units is flawed
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).
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).
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themac
- Trained

- Posts: 415
- Joined: 17 Jul 2009, 19:14
- Location: Germany
Re: Pathing for units is flawed
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.
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Originway
- Trained

- Posts: 412
- Joined: 08 Aug 2012, 06:22
Re: Pathing for units is flawed
yeah, this has been going on for a long time. 