a suggestion

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NFuser
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Joined: Mon Jun 13, 2011 1:42 am
Location: Belgrade

a suggestion

Post by NFuser »

(Potential flame-bait comment removed.)

Please fix scav collision and AI. Scavs get stuck constantly and once they do it's pretty much permanent until you manually push them out with your ship, ai is pretty much broken. Also please fix getting stuck in a pool when a scav starts deploying.

Thanks.

Now seriously, Nathan, i think you are the only person here beside Ken that can fix it. If you can, please do it.
Last edited by squirrelof09 on Fri Nov 11, 2011 4:13 am, edited 3 times in total.
Reason: Original comment can be found here: http://bzforum.matesfamily.org/viewtopic.php?f=17&t=928 . Reason for removal: user might be trying to get "final word" as attempted here- http://bzforum.matesfamily.org/viewtopic.php?f=7&t=917
VSMIT
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Re: a suggestion

Post by VSMIT »

You know, you can mess around with building tunnels yourself to try to fix it, and if you figure it out, you can submit it to be included in the next patch. Instead of just sitting around expecting people to drop everything and work on only what you want them to work on.

Just sayin'.
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Zero Angel
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Re: a suggestion

Post by Zero Angel »

@VSMIT: Changing the tunnel entries may still result in problems due to the low distance between the edges of a building and the edges of its base plate. Yes, scavengers still often get stuck on GT's, powergens, and other buildings. Not sure what is up with that, or how one could fix it using ODFs alone.

I've been also hearing a lot of complaints about scavengers phasing through each other and players being unable to hit an enemy scav because it's inside of a friendly one.

@Fuser: In regards to building push, this was a measure designed to prevent people from deploying turrets inside of buildings, such as extractors. I don't know if that can be fixed in the code to resolve both behaviors (unit push and stuff-in-stuff) in a way thats feasible for Nathan.
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Red Spot
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Re: a suggestion

Post by Red Spot »

Zero Angel wrote:I've been also hearing a lot of complaints about scavengers phasing through each other and players being unable to hit an enemy scav because it's inside of a friendly one.
Scavs, S-trucks, and any other tracked unit seems to be victim of this behaviour. Up to the point where I send 3 Atanks out as 3 single Atanks instead of 1 group of 3 Atanks, as at that stage they may push each other into the enemies base/water/...
Just move a group of tracked units around the map and you are bound to see this behaviour.
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S.cavA.rmyG.en
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Re: a suggestion

Post by S.cavA.rmyG.en »

I think this could help.

Code: Select all

[CraftClass]
PathingType = 1 //if it jumps in water then set this to -1 
CanAIPForceIdle = 0
AttackTaskUsesGroups = false
GotoTaskHasLeader = false
AvoidType = 1
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Nielk1
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Re: a suggestion

Post by Nielk1 »

Code: Select all

[CraftClass]::GotoTaskHasLeader = false
That would make it act like separate groups though it has other effects when not wanted like units refusing to form an escort line.
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