Closed FlankMD closed 2 years ago
do you mean pathfinding? This has been suggested many times before, it is impossible to implement without running an expensive pathfinding calculation every time the player moves
See Anuke/Mindustry#4324.
Could a formation changer be implemented? One formation could be the current circle of units around the player, and the second could just be a game of following the leader, a conga line if you will. It would not be defensively viable, but it could/would make unit transportation easier to manage. Example: Press B Units follow where the player goes, (maybe every whole or half-second a waypoint could be saved to those in the formation and they would follow until the player changed the formation setting with another press of the "B" button
https://github.com/Anuken/Mindustry-Suggestions/issues/2334
I think we discussed almost everything here.
if foo's client can make air units pathfind from point a-b and avoid turrets without almost any delay, couldn't it just be coded similarly for ground units to avoid terrain like the plague similar to how air units avoid anti-air turret's ranges?
its mainly on desktop, but it looks like there's an early form of android and ios capability. https://github.com/mindustry-antigrief/mindustry-client/tree/v6 i believe this is it ^
Have you tried it on mobile? My bet is that it either doesn't use full pathfinding, or it's super slow on mobile.
This suggestion is now stale, and will be automatically closed.
Describe what you would like changed, and why.
Ground units like Fortress are too difficult to guide (on close quarters maps, like Overgrowth) when you control a group of them manually, they stuck on whatever they got in front of them.
Describe the changes you want to propose. Include possible alternatives.
Maybe if those units follow your controlled unit the same way they move when attacking, this problem would be resolved