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Pathfinding problems around houses?


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anyone else then me seeing problems with infantry pathfinding with regards to finding the door? I'm playing The Road to Monteuberg and in 2 missions in row I have been having bad casualtys because the AI is going around the house instead of through the door. I have even tried to force them in by having a waypoint just outside the door but to no luck, they still prefer going around.

Which happens to be the side the german MG42 is covering... :eek:

This reminds me of CMSF early version before the 1.07 patch.

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Yes. On the Closing the pocket scenario.... Trying to get my squad to go in the back door of the house directly across the street from the church. My squad decided to take the scenic route through the front door to get a better look at the church and were mowed down by the americans in the courtyard.

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Do you play in realtime? Moving in infantry in urbans areas is often watch carefully and micromanage time. The best thing about RT in these situations is that you can limit the influence the TAC AI has.

If you WEGO there is a learning curve that needs to be climbed in understanding when and where they may do something dumb. I can't explain it all but you get a feel for it eventually.

The risk of the pathfinding doing something less than ideal usually relates to how the building sits on the action tile underneath. Usually if you can plot a move to directly outside the door you troops will look to behave sensibly. Situations where you can't is usually the time trouble starts. Lots of short orders helps but isn't a guarantee.

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Peregrine: Thanks for the advices, I play WEGO and been playing CMSF since 1.0 so I know my way around :cool:

thats why I react now, because the movements I saw the infantry do was what I saw the infantry in CMSF do pre-1.07 patch mostly, found it odd to see it again.

I will keep an eye out for more, If I find anything I will save the turn etc so I have more meat on my legs.

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Thanks for posting that. I had a look in the editor and I can't see any problem with the building. However, it's one of those buildings that straddles two action spots instead of one. I will try out a few tests later today with that building combo and see if there's a problem there. I'm creating a small number of highly specialised QB maps and this one is first in the pipeline so it won't be a bother to test.

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Peregrine: Thanks for the advices, I play WEGO and been playing CMSF since 1.0 so I know my way around :cool:

thats why I react now, because the movements I saw the infantry do was what I saw the infantry in CMSF do pre-1.07 patch mostly, found it odd to see it again.

I will keep an eye out for more, If I find anything I will save the turn etc so I have more meat on my legs.

No probs. That's why I asked if you WEGO or RT. I expect the TAC AI to do it's best to overexpose and do odd things in amongst houses. It is the number #1 reason why I don't WEGO against the AI.

Infantry in the urban environment has always stretched the TAC AI the most and for me it is hard letting my pixeltruppen in these situations run their own course uninterrutped for a minute. Super painful to watch sometimes.

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Okay. I ran a quick couple of tests and I found that I couldn't get the infantry to enter the house from the south side. One unit had a long order from one house to the next and the second had a waypoint planted just outside the door and the second in the house. Neither unit entered the south entrance. They ran round to the front and entered there. Bad move...

So, I swapped the house with a fresh one that doesn't sit on a half tile and restarted. This time, everybody ran in as expected. I'll do a few more tests to see if it happens with other buildings on half tiles and report back.

If this is a bug and not a map issue, it crept in right at the end of the development cycle as I played this mission to death before and I never had any issues.

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I had some trouble to get my infantry to the corners of building.

They stay to far away from the corner and cant see enemys that otherwise could be spotted.

On some buildings it was impossible to get them to the corner, a bad thing if you want your panzerschreck team to kill the tank...

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There doesn't appear to be any problems with houses on half tiles. I ran an extensive number of tests on independent houses placed on half tiles earlier today. I tried entering them from both the north and south faces and the troops all did so without any hitches at all. The problem seems to be with those two houses on that map alone! The independent house immediately to the Red house's west is also a 'halfway' house and units run round it to enter it from the front rather than from the back. And if I sub in an all new house in exactly the same place with the same facade, it works just fine too.

It's too late to change this for the campaign mission but Ive already changed the houses for the QB map I'm working on so at least this won't crop up there. I'll post this up as a bug in the meantime and see if it's anything Charles can fix.

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Cewl. I found a bug :)

Peregrine: Yeah the AI does some screwed up things in WEGO. but I still prefer WEGO then RT because i prefer larger scenarios and want to be able to replay cool movements from different angles :)

By now I'm quite good getting the AI to do what I want even in heavy built up CMSF scenarios, so the small hamlets of CMBN should be ok to :) (hopefully!)

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