#3860186 - 11/08/13 09:30 PM
Re: best way to move long over road?
[Re: Magnum]
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Joined: Nov 2003
Posts: 905
NickMow
Member
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Member
Joined: Nov 2003
Posts: 905
Berkshire UK
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Isn't it shift and click to pin the route to,the road. That way magnum you can pretty much make 1 waypoint at or near the destination and the route auto generates along roads and tracks.
"If you find yourself in a fair fight..you planned it wrong" (WFO)
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#3860232 - 11/08/13 11:22 PM
Re: best way to move long over road?
[Re: Magnum]
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Joined: Dec 1999
Posts: 7,747
Ssnake
Virtual Shiva Beast
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Virtual Shiva Beast
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Joined: Dec 1999
Posts: 7,747
Germoney
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Well, Shift & Click should make it much easier, provided that your scenario/map has a nav mesh. We now have one programmer working almost full-time on smarter behavior of computer-controlled units and we're gradually seeing improvements in this area. Nav meshes are the fundament of much of the improved behavior so I can but encourage their use.
That said, I still don't recommend super-long routes. I mean, It's okay to create one that isn't connected to a unit just so to utilize the pathfinding function and look for the best route, but if you have the time for it, my recommendation is to segmentize the route into shorter legs of only a few hundred meters. The advantage is that when you later want to create a decision point and branch the route into alternative paths because you anticipate some trouble you'll have plenty of waypoints to choose from. It also makes it much easier to change formations, spacing, travel speeds for selected parts of the route. If your route was some 15km long, your only option would be to delete it in its entirety and redo the whole planning, just this time with an additional waypoint somewhere in the middle.
With Shift+click it is however pretty convenient to plot a long route even if you divide it into multiple shorter routes.
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#3860242 - 11/08/13 11:49 PM
Re: best way to move long over road?
[Re: Magnum]
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Joined: Feb 2013
Posts: 316
Gibsonm
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Sydney, NSW
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Well the other thing is that in both pictures the Bradleys and M1s have encountered an abatis (an obstacle created by felling trees). So you aren't just "driving down a road" but driving down a road, encountering an obstacle and hoping that the AI can plot a bypass route. Units still require supervision and "help" / "guidance" as required.
Mark (}-: LTCOL RAAC IAW the Defence Communication Manual 2016, Chapter 3, paragraphs 3.28 - 3.30 - The views expressed are mine alone and do not reflect the views of the Department of Defence.
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#3860458 - 11/09/13 06:09 PM
Re: best way to move long over road?
[Re: Magnum]
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Joined: Feb 2013
Posts: 316
Gibsonm
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Member
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Posts: 316
Sydney, NSW
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their is no obstacles until a tank or unit goes off road and makes one. Well perhaps there are no visible obstacles at the start but that abatis was certainly created in the Mission Editor. Vehicles going "off road" do not create them. I'd say that obstacle was already there, its just that is only becomes visible when you encounter it. If you zoom in on the map, there will be a green "squiggle" visible once you run into the abatis.
Mark (}-: LTCOL RAAC IAW the Defence Communication Manual 2016, Chapter 3, paragraphs 3.28 - 3.30 - The views expressed are mine alone and do not reflect the views of the Department of Defence.
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