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f2k sel

Waypoint complition radius ignored

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Some time ago a bug with the AI completion radius was reported in tracker and it still seems broken in the betas.

To me it's an important bug as it removes a lot of the randomness from missions.

For the player the default waypoint completion radius (0) seems to be 10m and setting it to less than this has no effect.

Increase the radius to 11m and it completes at 11m as it should.

For AI the default waypoint completion radius (0) seems to be 5m or less.

Increasing the completion radius has no effect, the units still gets within 5m of the centre of the waypoint.

The above applies to infantry.

You can get around the problem by placing objects at the waypoint location and then doing a distance check but it does take time.

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I also could not discern a difference (never have) after using setWaypointCompletionRadius to set the radius to 50m. AI still move to the waypoint center.

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Yeah I noticed that too. No matter what completion radius you give them they are moving always to center. Hope it get's fixed.

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This was explained by Suma, possibly in the thread you're talking about -- the completionRadius sets how far away from the center the AI is allowed to go in order to complete it. It will always try to go to the exact waypoint position, but if it's in combat mode and there is no cover in the center, it may opt for somewhere near the center which does have cover.

So - it's not ignored, it just doesn't do what we thought/assumed it did.

Edit: actually it was in the main beta discussion thread; see this post.

The completion radius is currently important for units moving in the Combat mode. With default completion radius =0 the leader always finishes in the exact location of the waypoint. By providing a completion radius you allow him to plan his road to a cover nearby instead.

If I should attempt an exact definition of what completion radius is:

Definition: The completion radius allows units to call the waypoint completed once they are inside of given circle.

Notes: this does not necessarily mean the waypoint is complete once they are inside of the circle. The way it works now it is complete one unit is inside and does not think it would be reasonable to move any closer.

Edited by Suma
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Fair enough except that it does work for the player.

Edited by F2k Sel

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Fair enough except that it does work for the player.

This is because we do not want to force the player to have to report when he thinks the waypoint is complete. AI waypoints are considered completed once AI has finished the corresponding command. AI reports completions for its commands, we do not want the player to burden with this. To prevent waypoints not completed because player cannot reasonably get close enough, we rather complete them as soon as he is at maximum allowed distance.

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Yea I sort of worked it out. Placing a distance check to force the player to go to an exact point works well enough.

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