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PE Vehicle Pathing
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Topic: PE Vehicle Pathing (Read 2128 times)
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tank130
Sugar Daddy
Posts: 8889
PE Vehicle Pathing
«
on:
June 04, 2014, 07:24:13 am »
Hey Nikomas!!!
Generally speaking, a large number of PE vehicles suffer from aggravating pathing. Is there anyway in the RGD's that we can make changes to fix that?
I assume if we fixed their pathing we made need to tweak some other stats to keep them balanced, but I think it would be worth it.
Thoughts?
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nikomas
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Posts: 4286
Re: PE Vehicle Pathing
«
Reply #1 on:
June 04, 2014, 09:12:15 am »
I honestly don't know what can be done about it, but it would be nice of something could.
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Hicks58
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Posts: 5343
Re: PE Vehicle Pathing
«
Reply #2 on:
June 04, 2014, 11:50:19 am »
To expand on Niko's answer...
Technically, you could give them massively high accel and decel whilst using the most stable unit pathing plan (Medium armour takes it off the top of my head, would need to do tests to confirm as I could be wrong).
Do that, and increase vehicle rotation levels to the point that they'd be pulling G's by turning.
The units should all handle like a dream after that, but they'd look massively out of place (Read: terrifyingly stupid) and you'd pretty much instantly remove the ability for any PE unit to ever be circle strafed by anything ever again.
The only other option would be designing a better way for units to handle unit pathing, especially where dealing with sudden obstructions (Or removal of them) is concerned - Which I have absolutely no idea how to do, the pathing system for units could very well be hard coded.
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Re: PE Vehicle Pathing
«
Reply #3 on:
June 04, 2014, 04:21:41 pm »
Icelandic sent me this link, these guys have apparently fixed the pathing, might be worth getting in touch with them if they're still around
http://www.moddb.com/mods/b-mod-103
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