Scav Issues

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Sly
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Scav Issues

Post by Sly »

1. I have no idea what the current progress of the next patch (if there is one) is.

2. I have a simple question

Is it possible to release just a simple (low size) fix for scavengers, as well as all units with treads, going through one another? I have absolutely no idea why this was added in in the first place. In both MPI's and Strats that I've recently played, I have had to deal with the BS of trying to shoot enemy scavs that are subsequently engulfed by my own, all of whom are trying to compete for loose scrap. Similarly, my rocket tanks in scion vs isdf games have proven quite useless, as they frequently go inside one another, usually disabling them (same works when I see rocket tanks run through ass tanks in MPI's).

p.s. Don't tell me to go make a rec variant pluz :(

p.p.s. If you can't/won't fix this, at least tell me WHY it was added in?!
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Zero Angel
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Re: Scav Issues

Post by Zero Angel »

Believe me, if i knew of a way to fix it -- it would be in VSR
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General BlackDragon
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Re: Scav Issues

Post by General BlackDragon »

Sigh...

ZA, go fix collision radius, set it to ~ 10 for those units, maybe 15.
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Zero Angel
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Re: Scav Issues

Post by Zero Angel »

Will try it out.
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MrTwosheds
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Re: Scav Issues

Post by MrTwosheds »

I also made a small advance on the getting stuck in buildings issue.
Back in pb1 tracked vehicles had some tweaking done to them, one of these tweaks was
[TrackedVehicleClass]
omegaSpin = 1.0 // was previously 2
omegaTurn = 0.5 //new turning value added.

I tried reverting omegaSpin back to its original value of 2, (this may be too much) The scavs still drive into buildings, but seem far more capable at getting out again, as they now do 90 degree spins like they used to rather than just trying to go on through the building.
The time that scavs spend being stuck in buildings seemed to be much reduced.
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Zero Angel
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Re: Scav Issues

Post by Zero Angel »

Oh yeah, your fix is queued for release into VSR Beta 2 that should be coming out 6 to 8 hours or so from now. I haven't tested it yet as I just remembered about it last night but i'll put it in right before release, as well as some collisionRadius settings to see if those help.
Sly
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Re: Scav Issues

Post by Sly »

Appreciate the work YOU put into this game ZA.

God bless the United States of Canada
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General BlackDragon
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Re: Scav Issues

Post by General BlackDragon »

That implies wonderful thoughts :D
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Cyber
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Re: Scav Issues

Post by Cyber »

You don't know WHY it was made? I suggest its made because the scavs were crashing other vehicles (mainly asstanks, rtanks) from their position and got stack. Imo very useful, but really shouldn't be with enemy vehicles.
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Red Devil
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Re: Scav Issues

Post by Red Devil »

this problem occurs with all tracked vehicles, not just scavengers.

collisionRadius is only used when units do not have active commands that create movement. i.e., after Goto/Attack and during Sit, not when moving about. will help with them when sitting idle.

try tweaking these ODF entries from PB2.

- Added
[CraftClass]
PathingType = -1 // -1 = auto, 0 = Hover, 1 = Walker, 2 = Person, 3 = Tracked, 4 = Flyer
AvoidType = -1 // -1 = auto, 0 = None, 1 = force, 2 = plan

also, might try adding/increasing avoidSpeed.
Sly
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Re: Scav Issues

Post by Sly »

"crashing other vehicles" What? That makes no sense at all. Either you have no idea or if that was the actual reason then GSH has no idea what hes talking about. If an enemy scav crashes into my rocket tank, I will kill it. If my scav crashes into my rocket tank, I will tell it to move elsewhere. Units being able to crash into one another is just normal gameplay. It makes the game realistic. In any case, like I've stated before, it's an absolute fail on the developers part.Try getting a group of healers to follow you around if you are doing a base assault. Most of the time they will pile up into one another causing them to lose control, and they just keep going in one direction (usually forward right into the enemy base). IMHO, stuff should not be fixed by avoiding the problem, otherwise we would have all sorts of units going through power plants and armories etc. If the problem truly can't be fixed (such as scavs being stuck in power plants or whatever the problem was for causing the original issue discussed) then just leave it as it is. Other than the usual drunk scav / scavs being dumb and humping a power plant, I have not had any problems whatsoever with these types of units (I've beaten every MPI/G66 map with no problem, same with countless strats).
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Red Devil
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Re: Scav Issues

Post by Red Devil »

GSH did not work on the collision code. he worked on the net code. someone else was responsible for the collision code, which is described as a mess and one big headache to even look at. same thing for pathing, which is 2D. collision code has not been touched except for adding a building pushaway bit about 7 years ago.

instant gratification is not something people should expect from a man who is recently married, moved his family to a new state, taken on a new home (learning how to get around, things breaking, etc.), has two very young children, and a new and demanding and important job.

remember, this game was created in a hurry 12..13 years ago to run on a Pentium II and rushed out the door by the publisher before it was completed. GSH and Ken took it upon themselves to gradually fix what is broken and to bring it up to speed while learning about the different parts and methods used in the other systems (graphics, sound, inheritance, AI, physics, etc.)

people tend to become critical when they become frustrated. collision and pathing code is a known mess and you would also put it off if faced with the same daily challenges. i have seen little pieces of code here and there and it is bind moggling to just look at. if you guys really enjoy being frustrated, try playing BF3. :shock:

bottom line, patience is a virtue.

good to hear, MTS. i will tweak that in the mods.
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Zero Angel
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Re: Scav Issues

Post by Zero Angel »

The tweaks seem to have made a minor difference in the tests I did. Does not help very much with scavs unsticking, but they don't get stuck as frequently as stock scavs. The changes were integrated into VSR Beta 2.
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Nielk1
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Re: Scav Issues

Post by Nielk1 »

Sly wrote:Appreciate the work YOU put into this game ZA.
Noting that the game wouldn't even run anymore without other people, you are clearly trying to attack those people by devaluing their work. ZA is making a rec variant, and doing a god job very quickly, why can't you?
Sly wrote:p.s. Don't tell me to go make a rec variant pluz :(
Ah right... You won't do anything yourself. Another thing that might help are save games that instantly display a bug upon load or upon doing 1 action after loading. Of course, I doubt these would come from you either.
Sly wrote:p.p.s. If you can't/won't fix this, at least tell me WHY it was added in?!
Does this seriously look like a FEATURE? That would be like saying AVing in 1.2 is a feature. It's a bug! IIRC it came around the same time as ice skating treaded units did despite there being no changes to tracked unit code. I beleive the cause was never found but the ice skating was resolved by a fix elsewhere. Of course, fixes were made for merging units as well but this was never as absolute a fix as the ice skating fix.

And by ice skating, I mean, an ISDF Assault Tank was trying to go up a hill to a base in Ground 4 and instead it slid all the way to the acid in the center and died.

How can someone seriously look at something like this and think it is intended? Do you want so badly to have some sort of issue with it to bitch about that you go so far as to find a blatant bug and call it an intentional change?! Given past events its truly ironic.
Sly
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Re: Scav Issues

Post by Sly »

Assumed it was just another poorly added feature
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