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Stuck in water - 9/18/2021 9:39:29 AM   
slimatwar

 

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The Landed detachment #3430 is stuck in water although the map shows that there should be no water in this position. Why the AI doesn't plot a different course for the unit to go around this area?
I've seen older posts saying that units could walk on water, an issue that is probably fixed. How this specific unit entered the water area and cannot get back?

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< Message edited by slimatwar -- 9/18/2021 9:42:36 AM >
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RE: Stuck in water - 9/18/2021 9:51:37 AM   
KnightHawk75

 

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If you would attach a zipped upload of the scene\save in question it might help the developers or others address this question or see why something happened in your specific case.

What does the elevation of the unit and elevation around it show? I never go by the 'look' of the land, I always look at the elevation when landing units so that they have a clear and decently wide path for the path finder to use without seeing a negative elevation, as the pathfinder does not handle negative elevation data (that is accurate) on what is really land very well - thinks it's water. Some improvements were made but it can still happen - hard to say how or why without your scene.

(in reply to slimatwar)
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RE: Stuck in water - 9/19/2021 9:15:51 AM   
slimatwar

 

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That's something I've encountered many times moving land units. The fact is that when I plot a course from one point to another, the AI usually plots a different course (which is not straight line of course). Hence the AI makes final the decision for moving the land units. So why the AI chooses to move a unit over water and gets stuck?

(in reply to KnightHawk75)
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RE: Stuck in water - 9/19/2021 3:39:31 PM   
p1t1o

 

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As a workaround, I have largely been able to control where my land units go by splitting their waypoints into shorter segments, so if assigning to a patrol, make the course up out of RPs only a few nm apart - or if manually plotting, chaining a line of closely spaced waypoints - then if the AI plots an alternate course, its unlikely to go far from where you intend (not guaranteed).

I have also noticed this "get stuck" effect with infantry on "permanent wetlands" which is technically "land", this can occasionally occur in very unexpected areas not near bodies of actual water.

(in reply to slimatwar)
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RE: Stuck in water - 9/19/2021 4:37:12 PM   
KnightHawk75

 

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"So why the AI chooses to move a unit over water and gets stuck?" - I explained why it could gets stuck already, as for 'why it chooses' - because it's not as good as I would bet the developers would like it to be yet when considering elevation and land-cover type (which can effect speed if enabled).

My 'workaround' is in my own scenes I replace the ai with my own unit lua transporter module that wipes all the pathfinder entries that get added to the land units that I want said overrides to apply too, every second (cause they get re-added every second or two), advances them on their actual assigned non-pathfinder course that I've set regardless of elevation, and does so based on current speed (or additionally added speed should I so desire to change the speed of the unit) via calculating the right tiny increment per second and move it via teleportation along it path. Admittedly it's not a solution for normal users to use for over-ridding the pathfinder. Wish there was option for land (sea units too tbh) related to pathfinding: "disable" (ie just follow my set course damn it no matter if it's 'fastest\shortest' or not) for those units.

< Message edited by KnightHawk75 -- 9/21/2021 2:18:42 AM >

(in reply to p1t1o)
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RE: Stuck in water - 9/20/2021 8:20:13 AM   
morphin

 

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Joined: 4/26/2002
From: Switzerland
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Yes, that would really help if there would be an option to override the pathfinder.
So even better improve/fix the default pathfinder.....

Andy

(in reply to KnightHawk75)
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