Nike-Ajax Posted May 1, 2019 Share Posted May 1, 2019 So I am trying to create a new scenario - working title "Cutting the Motti", and I need a X size TF to move along a route of my choosing. I have oriented and placed them correctly on the road, set their Tactics to "None", the spacing to "Close" and Formation to "Column/file" in the Mission editor. But no matter if I give them a route in the Mission editor or in the planning phase of the Network session, then as soon as I start it they fold out into line or wedge formation, thus creating chaos. Is there any way to solve this? 0 Quote Link to comment Share on other sites More sharing options...
delta6 Posted May 1, 2019 Share Posted May 1, 2019 Highlight your route chain line and set the formation for all units using that route..Or before mission starts highlight each unit and set its formation then save mission...That should straighten things out... 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted May 1, 2019 Share Posted May 1, 2019 (edited) 49 minutes ago, Nike-Ajax said: So I am trying to create a new scenario - working title "Cutting the Motti", and I need a X size TF to move along a route of my choosing. I have oriented and placed them correctly on the road, set their Tactics to "None", the spacing to "Close" and Formation to "Column/file" in the Mission editor. But no matter if I give them a route in the Mission editor or in the planning phase of the Network session, then as soon as I start it they fold out into line or wedge formation, thus creating chaos. Is there any way to solve this? Did you set the formation in the route to column as well? e.g. If you give them an "Engage" route (even on a road) they will go back to wedge. I think a route with "Assault" is line. Given what you said above with them in column at the initial location, I'd suggest you check the formation for the route. Edited May 1, 2019 by Gibsonm 0 Quote Link to comment Share on other sites More sharing options...
Nike-Ajax Posted May 1, 2019 Author Share Posted May 1, 2019 Many thanks for your answers and time: That solved it, I had forgotten to activate and adjust the route, job done now 😁 0 Quote Link to comment Share on other sites More sharing options...
Mav Posted May 1, 2019 Share Posted May 1, 2019 Sometimes you need to alter the formation at all the Waypoints as well. Or the AI will (how ever briefly) fold out when getting to a waypoint. Another thing about column formation - if the AI column pass a road on an angle they will start following that road for a while. Pretty irritating actually... 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted May 1, 2019 Share Posted May 1, 2019 (edited) 2 hours ago, Mav said: Another thing about column formation - if the AI column pass a road on an angle they will start following that road for a while. Pretty irritating actually... Perhaps but in the overall scheme of things a small price to pay, IMHO. Sometimes you can address that in the map editor by ensuring that the main road is the one continuous segment and the unwanted branch is the "add on". Edited May 1, 2019 by Gibsonm 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted May 1, 2019 Members Share Posted May 1, 2019 When we still had angled roads that would only go in one of eight cardinal directions (like, 20 years ago...), this was the only way to make them stay on roads that were zig-zagging to approximate "other directions". Nowadays this may no longer be necessary. But then again, if you're plotting routes in a hurry and you aren't super accurate, maybe it's not such a bad idea to make them stick to the road if the deviation isn't very big. So the question is, how many bugs are you willing to introduce by removing a code element that is 20 years old when there's actually still some reason to keep it. Me, I tend to follow the advice of my programmers not to rock the boat too much. 0 Quote Link to comment Share on other sites More sharing options...
Mav Posted May 2, 2019 Share Posted May 2, 2019 Not arguing any decisions you guys make codewise, but perhaps the "Set route pathfinding" setting "Cross-country (vehicles)" could be used to do that - That was what I assumed (wrongfully though) it did 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted May 2, 2019 Members Share Posted May 2, 2019 Yeah, well, much of that's going to change anyway in 4.1. Less micromanagement, much faster performance when calculating routes, ... 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted May 2, 2019 Share Posted May 2, 2019 4 minutes ago, Ssnake said: Yeah, well, much of that's going to change anyway in 4.1. Less micromanagement, much faster performance when calculating routes, ... Hence I guess the need for a laregly re-worked manual. 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted May 2, 2019 Members Share Posted May 2, 2019 THAT actually hasn't much effect on the manual because the improved pathfinding integrates very nicely and in an intuitive way into the user interface. And since the performance is increased (dramatically) we're no longer offering the choice to create a scenario without a navmesh. It simply gets created, period. In 40 seconds or (usually) much less, and at better quality than what took up to 20 minutes in the past. 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted May 2, 2019 Share Posted May 2, 2019 (edited) Ah Ok so routes, etc. stay pretty much the same (I was wondering about support for legacy scenarios created under 4.023 and prior) but the "micromanagement" you're referring to is about navmesh and manually "tuning / optimising" routes? Anyway looking forward to send you money in due course. Edited June 27, 2019 by Gibsonm 0 Quote Link to comment Share on other sites More sharing options...
Scrapper_511 Posted June 27, 2019 Share Posted June 27, 2019 On 5/2/2019 at 2:35 PM, Ssnake said: And since the performance is increased (dramatically) we're no longer offering the choice to create a scenario without a navmesh. It simply gets created, period. In 40 seconds or (usually) much less, and at better quality than what took up to 20 minutes in the past. Nice. 0 Quote Link to comment Share on other sites More sharing options...
wildbillkelsoe Posted June 30, 2019 Share Posted June 30, 2019 God that really hurts to keep one hand on mouse and the other on Lshift+] and click each element after ordering them to move in a specified tactic but hey I am looking forward to abusing 4.1 interface to the max. I hear you OP. 0 Quote Link to comment Share on other sites More sharing options...
Bond_Villian Posted July 2, 2019 Share Posted July 2, 2019 On 7/1/2019 at 4:00 AM, wildbillkelsoe said: God that really hurts to keep one hand on mouse and the other on Lshift+] and click each element So draw a box around them...? 0 Quote Link to comment Share on other sites More sharing options...
wildbillkelsoe Posted July 3, 2019 Share Posted July 3, 2019 On 7/2/2019 at 5:34 PM, Bond_Villian said: So draw a box around them...? God I keep forgetting this 😂😂 0 Quote Link to comment Share on other sites More sharing options...
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