Mach wrote:
destroyers dont go to land unless a waypoint is on land as they are faster and more maneuverable in water, that was to prevent them from going over land instead around if there is land in between 2 waypoints in water which they can avoid
I am sorry but i have to say this is wrong...
in case the AI has only salems in his platoon. Then the platoonlayer is amphibius and the platton is also using amphibious/land path marker for moving. (All AI's)
in case the AI has a landbridge and a target is nearer then 80 map units, then the salem will directly move to its attack destination (also over land). (Sorian AI)
in case the target is between 2 waypoint markers in a radius of 100 units, then the salem will move directly to the target, not using the last marker (Sorian AI)
in case tha AI build an expansion in the middle of the landbridge. The locationmanager is using seaunits from both watersides and send them to the same destination. (All AI's)
in case the AI has a platton with many sea units. Salems can move on land while building a formation. (All AI's)
in case a salem is attacking a land unit and the landunit is moving away from the water. The salem can follow onto land (All AI's)
in case you don't have water path markers and a Map with landbridge between 2 waterzones. (All AI's)
And at the moment, if the AI can't "graph" a path (using map markers for the way), then the AI will use the command "Unit:CanPathTo(position)" for pathing.
This is using the c-engine for finding a path. And it will return true for salems. And again, salems are moving onto land without using any waypoints.
Even if we had a map with good markers, the last function will always use CanPathTo for a path.
I am working on the AI pathing right now (and have already fixed all path issues)
See here for more information about pathing:
viewtopic.php?f=53&t=15780Statistics: Posted by Uveso — 04 Mar 2018, 03:21
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