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Place default rally point of WEAP, BARR and TENT closer to exit #16701
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I think the reason why the rally point is set with one cell between the exit is that otherwise the factory door stays open when you build a single unit. The position of the rally point is accurate to where in the original the unit would stop, so this could also be the reason why it was set up this way. In any case the change is an improvement over the current behavior from a gameplay perspective, but we should fix the thing with the open factory door too. @netnazgul You could also to do the same for the service depot in RA so its default rally point can not be blocked. there is not a bib but the rally point can be set anywhere on its footprint, since it is passable. |
If people find the door thing a big problem you can just change it to Offset: 0,2 instead |
This will need to be fixed, preferrably by making the door code smarter rather than putting the rallypoint to the side (which looks weird). |
I thought the fix can be left for another PR. This PR only sets the rally point (still as seen in the image, I assume?). And the door animation was broken before already. |
If we want to go ahead with this idea IMO it would be better to implement the behavior from the original TS and later: hide the rally point indicator to reduce visual noise when it is set to the default exit, only showing it once it is explicitly changed by the player. |
I've tried to address the WEAP flapping door issue, but couldn't make it work properly (close the door once the produced actor is out but still on the adjacent cell to it). Had a couple of approaches to checking the movement of a produced actor, and there is no clear way to know when the actor reaches the cell. So, unless anyone else wants to give this a try, I suppose this PR should be closed if it is not to be accepted as is. |
Note that #17021 already includes a fix for the underlying issue in #15995. However, I think defaulting to a closer rallypoint and not showing the flag when in the default position is still a nice polish idea. (I would assume that the suggestion by pchote is in addition to yours, otherwise it wouldn't make much sense—even with #15995 solved by other means.) I would agree though, that the flapping door issue would need to be fixed first. |
Indeed - my wording there could have been improved. I meant that by default we could not have an explicit rallypoint at all, meaning that units would stop at the exit cell until nudged out of the way like in the original game. |
Yup, that is what I gathered. Under the hood, it would be more convenient to have the default rally point be equal to the exit cell and not showing the indicators than to not have any rally point at all. This way, the behaviour would still be correct for 'Hot' bibs in Tiberian Sun (as introduced in #17141). The fix introduced in #17021 (using By the way: If we do this, I think it would also be nice if there was a way for players to explicitly reset the rallypoint. |
Should we close this and open up a new issue then? |
Yes, but I jumped straight to a PR (#17625) instead. |
There is a long-standing issue with rally points in that if they are placed into an impassable cell, units do not go to the location and instead just exit the production facility and stop there. Particularly annoying consequence of that is that if you place War Factory close to a building, a cliff or a tree, thus overlapping the default rally point into an impassable cell, Ore Trucks exiting that War Factory will drop their default orders to gather nearby ore and just stop beside the War Factory.
Placing the rally point closer (onto the building's bib) ensures that the target location is always a passable terrain.
Barracks' rally points are modified just for the consistency.
All in all, a minor QoL fix until #15995 gets properly fixed.