CM:BN and pathing...still? Honestly?

Started by JudgeDredd, March 25, 2016, 07:07:00 AM

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JudgeDredd

Quote from: Father Ted on March 25, 2016, 04:32:17 PM
Quote from: JudgeDredd on March 25, 2016, 03:04:48 PM
I'm not so dumb as to go through injun country through hedgerows and just drawn a direct line...though I do grant you, moving fast might seem daft...but the infantry had moved forward and cleared

Hey, don't worry - I'm the last person who should be critiquing others' tactics.  It's just what it looked like.

From memory, one can plot a route from A to B past an insurmountable blockage without getting a "no entry" tool-tip if the game can find a way around it - the no entry bit only shows up if you hover the cursor over the actual blockage.  Thus your way-points might not have been micro-managed enough to detect it.

Which obviously is not a criticism of your CM technique, just an attempt to explain the game's annoying behaviour
I didn't mean my response to come off that I wasn't accepting advice. I just didn't want to put everything I had tried in my post which would've made a wall of text...so I kept it to the specific issue. That's what I was wanting discussed - or at least see if someone else had the issue...it wasn't really about what else I should try.

I'm always (at least in my head if it doesn't come over in my posts) very grateful for advice received.

I'm kind of simplistic in my view of the problem. I'm not looking at grids or programming underneath. I'm just looking and thinking "How can that tank go down that hedgerow and make two 90 degree turns and this tank can't go down that hedgerow and make 2 45 degree turns when they are identical hedgerows and the tank that couldn't make the 45 degree turn managed to make a 180 degree turn"...so my frustration comes from what I see going on in front of me.

What Elvis said is specifically correct. I did put waypoints at the end of each straight along that hedgerow and I had I micro-managed that last part, I'd have noticed I couldn't make that last 100 feet.

I guess next time, put thousands (exaggeration meant) of waypoints along the route is the answer  :idiot2:

Nothing to see here...move along.
Alba gu' brath
Jarhead - I hate people

Yskonyn

This might be superfluous, but just in case;

speed is important for movement.
For example; a high speed order in a narrow space will confuse the unit.
"Pilots do not get paid for what they do daily, but they get paid for what they are capable of doing.
However, if pilots would need to do daily what they are capable of doing, nobody would dare to fly anymore."

Boggit

Quote from: JudgeDredd on March 26, 2016, 01:50:26 AM
I guess next time, put thousands (exaggeration meant) of waypoints along the route is the answer  :idiot2:
Lol! :2funny: But yes, that will help... and check out the post above, as Yskonyn makes a VERY good point. O0
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