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unit collision detect

Started by Saloei, August 16, 2006, 11:23:50 AM

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llulla

Thanks Red Devil. I have already changed some things in ivtank, ibscav, ivrckt. I didn't try a collision factor  as high as 8.0 so the effects are minimal. I noticed a file named COLLISION.CFG in 1.3 root with a lot of parameters for interacting forces. Is it a system level control of the collision or it is not related to AI units behaviour?
My biggest problem remain the scavs that bump-and-carry other AIs half map, sometimes close to the enemy lines. I do not see any attempt to DETECT if any unit is in the path and they ride in a straight line to the other unit. Is there anything about the detection and/or awareness of close AI units?

Red Devil

I check ed out Collision.cfg a few years agao and then GSH said it's not referenced by the BZ2 code.

You'll need to  try the larger values to see the effect it (cR) has.  It's most notable when units go to a Dropoff point or directed to go to a spot on the map or Nav Beacon.  they'll all go to the spot, then spread out nicely, jostling a little bit to keep their "personal space" intact.

Since each unit differs in size, you need to compensate for that, plus it only works well if everything else has a cR.  Also, keep in mind that they have to navigate bridges and tunnels, in between buildings, etc.

Here's some old pics with the cR set to 20.0:









Quote from: llulla on September 06, 2006, 01:48:51 PM
Thanks Red Devil. I have already changed some things in ivtank, ibscav, ivrckt. I didn't try a collision factor  as high as 8.0 so the effects are minimal. I noticed a file named COLLISION.CFG in 1.3 root with a lot of parameters for interacting forces. Is it a system level control of the collision or it is not related to AI units behaviour?
My biggest problem remain the scavs that bump-and-carry other AIs half map, sometimes close to the enemy lines. I do not see any attempt to DETECT if any unit is in the path and they ride in a straight line to the other unit. Is there anything about the detection and/or awareness of close AI units?
What box???

llulla

Way to go RD! I didn't even think of cR=20 :-o. Your screenshots show perfectly the effect it has on deployment at navpoitns. Does the cR take care also of the movement? I mean when stopped units are in the path of the moving one, will the latter find a better path and avoid colliding? Maybe some other entries in ODFs deal with this thing.

Raven


Red Devil

 Yes, it helps some.  The biggest benefits are giving the units a clear field of fire and when the reduction of collisions when leaving a spot to go attack something.  They do wind up going single file following the first unit in the group list though, but then spread out after arriving.
What box???

Raven

Could you use a smaller value but have the same effect? Say 10~15? they do seem a bit spread, sometimes you need them to stay close, so a comprimise might be useul, though it seems useful for sending rats around a pool properly, you wouldn't have to select them and move them one by one

Red Devil

 Yes, that value was used just so you could easily see the effect (and that it does have an effect).  Having it too large will prevent units from using the Service Bay/Dower, but you can expand the field of those easily or use trucks.

If you increase the cR of the Constructor a little, he doesn't get hung up on stuff in the base.
What box???

Raven

Man this sounds so useful, perhaps a tweak in the settings for a later 1.3 release (if there will be any)?

GSH

These are ODF tweaks. You can make a recycler variant with them, which is the whole point of the recycler variants. As far as I remember, RD never submitted any of his tweaks for inclusion in 1.3.

-- GSH

Red Devil

#24
 I was going to, met resistance, then finally realized that "You can't please everyone, so you got to please yourself".  And like GSH said, with variants, you can do anything.  I may post a variant down the road just for laughs.  Let's see....

All kinds of infantry:
Pilots that use hoverpacks after ejecting and snipe you and take your ride.
Riflemen
Grenadiers
AT missilemen
Rocketeers
Saboteurs (expensive littlle guys invisible to AI that sneak into your base and blow it up with C4).

Increased cR on all vehicles.

Thumper

All lights on all vehicles

1.2 physics (sans hover)

Gnat/Valkyrie

Better AI with better weapons.

Assault/Combat Blink

But then I thought, Natty's coming out with an advanced 1.3 G66.  Let 'em suffer.  :-D
What box???

llulla

RD, you shouldn't refrain yourself because of thinking what the others are thinkig of your work ( I hope that is not the case  :-D).  In the community there is thirst for everything new so pack your work in some kind of miniMOD and let the people decide what they like.
SFmod is small and not properly supported because of objective problems and yet, A LOT of BZoners, including myself, play using that mod continuously. 
IF you have enough time and tweaking is still fun for you man, lock, load and shoot whatever you have.

BZZERKER

As a member of the "resistance" let me state that we had no problem with RD releasing his stuff separately from the patch. We felt that too many ppl were calling 1.3 a mod already and if his more extreme mods were released with the patch, it would only cement 1.3's reputation as a mod.

He also had a few "problems" with his stuff. One of these was with his AI that I pointed out (ex:  Misl scouts, when told to attack a extractor, would drop mines as well as launch TAG effectively reducing the ammo to about half). I believe he has since fixed that problem but by time he did, most ppl had pretty much stopped testing his stuff due to other concerns and problems. I've told RD several times that I would love to play his final Recy variant and hope he will release one after thorough testing.

Red Devil

 As stated before....

I never intended all the stuff I posted to be released with 1.3.  I just wanted feedback on multiple items is all.  Unfortunately, the testers weren't capable of parallel thinking and so I said, "*** it", ditched it, , and moved on to other, more interesting, pursuits.  And like I said before, Natty is coming out with G66 1.3, which is even bettter than anything I could dream up.
What box???

BZZERKER

Don't sell yourself (or your stuff) short RD. Get yourself some good testers and get to work. ;)

Raven

Uhm..*Puts up a hand* Il be glad to help if I can RD :-)