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Attack move can drag units far away from their target location. If player retreats, they will pursue very far (especially MML due to long range?). In some cases they will retreat back into black area to continue their original move commands. This can be quite annoying especially with MML retreating after killing a bunch of your stuff or them running away from your ACU..
This will always happen with attack move / patrol. Easiest solution is not to send them from off map when player's stuff is so close the the edge of the playable area. Which is not possible in this case.
What you can do it so make a custom function for this kinds of platoons that will replace PatrolThread
It will work with thow chains, first will be move chain second patrol/attack chain.
So first order will be to move units to the attack position that will be on the playable area, this way you can send them via offmap route.
Second will be Patrol/attack move that starts in the playable area.
The function itself should not be hard to make since you can use function already available in ScenarioPlatoonAI. Just need to call the function with move first and then the one with attack/patrol.
Maybe not using the offmap routes when the player attacks the base is a better solution. Instead use some defensive patrol route. Then I can remove the initial attack move since its purpose is gone.
Attack move can drag units far away from their target location. If player retreats, they will pursue very far (especially MML due to long range?). In some cases they will retreat back into black area to continue their original move commands. This can be quite annoying especially with MML retreating after killing a bunch of your stuff or them running away from your ACU..
Example.
http://forums.faforever.com/viewtopic.php?f=2&t=12625&start=40
#5196596 at 18-19min
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