Index: binaries/data/mods/public/simulation/components/UnitAI.js =================================================================== --- binaries/data/mods/public/simulation/components/UnitAI.js +++ binaries/data/mods/public/simulation/components/UnitAI.js @@ -5785,7 +5785,7 @@ // Then second half of the rotation ang += halfDelta; let dist = randFloat(0.5, 1.5) * distance; - cmpUnitMotion.MoveToPointRange(pos.x - 0.5 * Math.sin(ang), pos.z - 0.5 * Math.cos(ang), dist, dist); + cmpUnitMotion.MoveToPointRange(pos.x - 0.5 * Math.sin(ang), pos.z - 0.5 * Math.cos(ang), dist, -1); }; UnitAI.prototype.SetFacePointAfterMove = function(val) Index: source/simulation2/components/CCmpUnitMotion.cpp =================================================================== --- source/simulation2/components/CCmpUnitMotion.cpp +++ source/simulation2/components/CCmpUnitMotion.cpp @@ -1081,7 +1081,8 @@ bool CCmpUnitMotion::TryGoingStraightToGoalPoint(const CFixedVector2D& from) { // Make sure the goal is a point (and not a point-like target like a formation controller) - if (m_MoveRequest.m_Type != MoveRequest::POINT) + if (m_MoveRequest.m_Type != MoveRequest::POINT || + m_MoveRequest.m_MinRange > fixed::Zero()) return false; // Fail if the goal is too far away