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Infantry sliding when moving through forests


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Hey guys, Im new to CMFB so I thought I would swing by the forums and ask about something thats been bugging me. When I try to move infantry through any kind of foresty terrain, they are in the running animation but they are only moving at walking speed. It kinda looks like they are running on a treadmill.  I dont know if there is something that I am doing wrong here but its kinda frustrating to attack a position when my soldiers move so slowly through cover. Any answers would be greatly appreciated, thanks.

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odds are it is a heavy forest terrain tile.  The animation doesn't change for terrain but visualize this as heavy undergrowth with fallen trees etc and you'll at least appreciate why they are moving slow.  For your sanity's sake maybe change them to hunt or if you do not expect contact to simply move.

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On 11/26/2017 at 5:53 PM, TrueSoldier said:

Ah i see, so the tiles have different movement characteristics but the animations dont change to meet them. Thanks man! Just didnt know if it was supposed be that way. 

No... The slowness you are seeing is from the bushes hindering the speed of the soldiers movement. You will see them trying to slug through deep snow as well. Does not have a thing to do with "tiles"

Edited by user1000
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Actually, it has everything to do with the tiles. Lay down a row of heavy forest tiles (without trees) and try and drive a vehicle through it. Yeah, the bushes (sticks, rocks, and all the foresty detritus) are slowing them down but it's the tile they are reacting to in code terms. Snow and mud are separate as they are settings within the data for the scenario. You can set the scenario ground conditions to muddy and vehicles will have a bigger chance of bogging even on grass not just mud tiles. Think of it as an over all effect on most terrain.

To make sure my memory wasn't failing me I just ran a test in CMBS with the ground set to muddy. I had a Bradley drive at regular speed all over the grass, on the second turn it managed to bog itself. It sat for over a minute spinning its tracks forward and back, eventually it managed to extricate itself from the muck. Pretty cool.

 

 

Mord.

Edited by Mord
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You will also see this behavior when soldiers are running, then slow down to stop. They will appear to "slide" into position.
There is only three animations for movement, Walk, Hunt, and Run.
When soldiers are "in between" the movement speeds specified for each movement type, you will see some irregularities as the engine compensates.

This is all normal. Do not adjust your television. ;)

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5 minutes ago, SLIM said:

You will also see this behavior when soldiers are running, then slow down to stop. They will appear to "slide" into position.

That's actually what I thought the thread was gonna be about when I first saw the title—that stupid sliding. Sometimes I see it in TW Rome II and Attila, as well. I hate it!

 

Mord.

Edited by Mord
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3 minutes ago, Mord said:

That's actually what I thought the thread was gonna be about when I first saw the title—that stupid sliding. Sometimes I see it in TW Rome II and Attila, as well. I hate it!

Mord.

A while back Chris actually took the time to explain the technical reasons for it to me.  Pretty much every game has it to some degree and now I find myself noticing it all over the place and feeling not quite so bad about the "cow patty slide". :P 

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