Cpl Steiner Posted August 7, 2007 Share Posted August 7, 2007 I have found that vehicle pathfinding is markedly improved using the Fast command compared to using the Quick command. In effect, I think using Fast turns the AI off and makes the vehicle follow the exact set of waypoints you give it. 0 Quote Link to comment Share on other sites More sharing options...
Blackmuzzle Posted August 7, 2007 Share Posted August 7, 2007 I disagree. I did a lot of testing on this issue and found that using both "fast" or "quick" is perfectly okay - if your waypoints are on a straight line. What you should not do is use anything other than "move" for 45-degree turns, and "slow" for turns that are even sharper. Allow a little straight line of "slow" before the turn so the vehicle can decelerate. If you don't, you'll get that infamous vehicle dance. I am quite certain that if BFC implemented a proper braking point (i.e. don't brake at the waypoint, but before!), most of the vehicle dancing should be gone. 0 Quote Link to comment Share on other sites More sharing options...
Pandur Posted August 7, 2007 Share Posted August 7, 2007 ever tried to do a road coloum!? since we just have 15 sekonds pause steps and no other mean of adding pause you cant time the movement of the vehicles in the 1-4 sekonds area anymore. and to wait a minute for the 4th vehicle to come is a NOGO. so you let all start at once(i tried fast in that scenario as i wanted to speed to the objective) and they do some good spirals and kurves befor starting. once it was that bad, i wanted to do a video, unforunately it was 400mb big and i didnt have virtualDUB currently there is a stock scenario where someoneone can try this. forgott its name, if someone is interested i can look it up. 0 Quote Link to comment Share on other sites More sharing options...
jomni Posted August 8, 2007 Share Posted August 8, 2007 Originally posted by Blackmuzzle: I disagree. I did a lot of testing on this issue and found that using both "fast" or "quick" is perfectly okay - if your waypoints are on a straight line. What you should not do is use anything other than "move" for 45-degree turns, and "slow" for turns that are even sharper. Allow a little straight line of "slow" before the turn so the vehicle can decelerate. If you don't, you'll get that infamous vehicle dance. I am quite certain that if BFC implemented a proper braking point (i.e. don't brake at the waypoint, but before!), most of the vehicle dancing should be gone. Nice tip. But a lot of micromanaging again. I noticed that once the chassis of the vehicle hits a wall... it starts going crazy. 0 Quote Link to comment Share on other sites More sharing options...
Blackmuzzle Posted August 8, 2007 Share Posted August 8, 2007 Yes it is micromanaging. And of course it's no guarantee for PBEM games that some idiot driver won't veer off into the countryside for a mile or two. We'll need visible (and editable!) vehicle paths for that. 0 Quote Link to comment Share on other sites More sharing options...
Thomm Posted August 10, 2007 Share Posted August 10, 2007 I found that 'Quick' also causes a lot of problems to infantry, where it produces the dreaded "moving from house to house via the roof" behavior! I did not have this happen with 'Move', where all squads use doors as a normal person would! Best regards, Thomm 0 Quote Link to comment Share on other sites More sharing options...
Raptor 2101 Posted August 10, 2007 Share Posted August 10, 2007 Originally posted by Rollstoy: I found that 'Quick' also causes a lot of problems to infantry, where it produces the dreaded "moving from house to house via the roof" behavior! I did not have this happen with 'Move', where all squads use doors as a normal person would! Best regards, Thomm i disagree with that fact. i'am currently playing CP-Mission two an i have exactly that f****ing problem. it doesn't matter wich order i give to the squads (Hunt,move,fast,quick) they evertime climb to the roof... realy frustrating ... 0 Quote Link to comment Share on other sites More sharing options...
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