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Spawn units in rally point direction

Description

Spawn units in rally point direction

Differential Revision: https://code.wildfiregames.com/D1041
Reviewed by: bb
Comments by: elexis, wraitii
Fixes: #4735

Details

Event Timeline

temple added inline comments.Feb 7 2018, 11:28 PM
/ps/trunk/source/simulation2/components/CCmpFootprint.cpp
206–207

I think these might need to be swapped. I'll figure it out and include with the obstruction/footprint changes.

elexis added a subscriber: elexis.Feb 28 2018, 4:43 AM

I don't know if it was only the map or only my impression, but in this Elephantine match it was close to impossible to ungarrison units at the shoreline of the enemy.
A quick test on English Channel makes it much more likely, so I guess it's the shoreline.
But there still seems to be a lesser chance to ungarrison? A smaller radius? Dependency on the ship rotation?

r21394

temple added a subscriber: Stan.Feb 28 2018, 5:18 AM

I don't know if it was only the map or only my impression, but in this Elephantine match it was close to impossible to ungarrison units at the shoreline of the enemy.
A quick test on English Channel makes it much more likely, so I guess it's the shoreline.
But there still seems to be a lesser chance to ungarrison? A smaller radius? Dependency on the ship rotation?

r21394

It uses the footprint, so yes it depends on the orientation of the ship, and you want to aim towards the shore. Plus it's a smaller radius, so if you have a bunch of siege units it might take a few tries to get them all out. It takes some getting used to, but we can always tweak MaxSpawnDistance too.

(@Stan: The sound for Persian champ spear cavalry needs help, it should stop when they stop moving.)

Elephantine is apparently worse than English Channel as the seabed is much lower (intended to be more authentic), so the available shoreline is smaller.

MaxSpawnDistance has the same value as before? If not, it likely should become. If it is equal, what factor prevents ungarrisoning?
I thought locations in front of the ship are only prioritized? i.e. shouldn't change the likelihood of ungarrisoning.

On Elephantine it was really inacceptable, so either we tune something with the ungarrison mechanism / spawn distance, or I have to change that map (not a problem, but would only address one map).

Stan added a comment.EditedFeb 28 2018, 1:28 PM

Mmmh they should be disabled. To find the culprit I need to look for a rider which has an event tag on the walk animation. I didn't want to update the sounds for A23 as it needs proper feedback. Might be the peytral.

MaxSpawnDistance has the same value as before? If not, it likely should become. If it is equal, what factor prevents ungarrisoning?

Large units only ungarrison in one row, and they use the footprint rather than the obstruction. With ships the obstruction is outside the footprint on the sides of the ship, so units won't be able to ungarrison there.

We can increase the MaxSpawnDistance for ships to change this to two rows. See D1345. (For structures I still think one row is fine.)