Darkmath Posted August 19, 2007 Share Posted August 19, 2007 1- Pause order is defined by 15 seconds intervals. I think a shorter interval , like 5 seconds, would be useful to manage , for example,a row of vehicles in a road because of the awful pathfinding in this ocurrence. 2-You can order a pause command on a specifical waypoint, which is useful to queue an order like move, then wait then reverse to initial position. (CMX1 shoot and scoot style). However, the pause order doesn't work right now , so the vehicle would reverse immediately after the move is completed. 0 Quote Link to comment Share on other sites More sharing options...
Darkmath Posted August 22, 2007 Author Share Posted August 22, 2007 Bump my own post to add another things about orders (what a narcissical way to do it, isn't it? ) . Why the hell units doesn't stricly follow moving orders , that is move in a straight line when plotting a single waypoint. It would be far more predictable for the player to see units trying to follow what he ordered, instead of exposing flanks in a useless way. If the player wants to move this way, then let him add more waypoints. At last but not least, supposing collision detection is an important CPU consummer, could we hope any col. detection be included in a future patch? 0 Quote Link to comment Share on other sites More sharing options...
hoolaman Posted August 23, 2007 Share Posted August 23, 2007 I agree. I reckon 30 second turns and 5 second pauses are the way to go. I think the vehicles follow an underlying grid like chess moves. They seem to go one diagonal then six forward instead of just going straight there like we could even in CMBO! 0 Quote Link to comment Share on other sites More sharing options...
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