Search the Community
Showing results for tags 'harvy path nodes'.
-
Small update for: Canyon [created by: @kenz3001] Hey guys, last week we've been busy testing Eyes & Glasses, so Kuja could release both of them. Until now I didn't take a look into the new destructable objects as on Canyon, Snow or Field. But after yesterdays PUG I was looking for something chilled out and decided to do another Canyon test session to see what the new rock barrier is worth (single arty: 40 seconds.... ) and check if kenz fixed some bugs as: you could get out of the map behind GDI barracks, avoiding the soft border death via a jump-n-run trial [thx to Initiate for telling/showing us]. Harvy path issues: While the getting-out-of-the-map-issue is fixed, I've noticed that the GDI harvy has a bad path node at the WF ramp: GDIs harvester tends to get stuck at the railing collision of the WF ramp. It's nothing serious, it's just slowing the harvy down for 1-2 seconds... Sometimes the harvy finds a good route, driving around the corner with it's usual speed, sometimes it's performing a little hopper to drive over the collision and sometimes it's sliding slowly along the collision.. That happened while I was AFK for ~ 12 minutes. But the harvy dumped his Tiberium and tried to drive back onto the field when this happened: Okay, this is way more interesting than the first screenshot.. the harvy couldn't unstuck itself, at some point I just pushed it.. @kenz3001 I assume the normal harvy route to get back to the field is via WF, but sometimes it's taking the ramp route. Is that harvy behaviour intended or not? [GDI harvy tends to use the ramp route after every ~4-5th drop] Between WF / Bar the harvy is pretty much blocking the whole ramp, while on the ramp to Ref it's driving as close as possible to the WF so there's a free lane for vehicles. Maybe change the path node to the green arrows? Hravy shouldn't get stuck at the WF corner that way and it's not blocking the WF / Bar ramp anymore. Soft border issue: That's happening when you drive too close at the border collision. Even if you return to the battlefield you still get blown up. This is reproducible near barracks [corner cactus], alongside the Ref anti tank barriers and especially at the pillar gallery [ivy at the right side]. Even if this is not that common, I think stank drivers are easily getting into that glitch as they try to avoid scanning GDIs [can happen at Nods base borders as well, but I can't really think of a reason why any tank driver should get that close to the borders there... unless he gets pushed into them, or he's trying to escape from a tank battle]. I don't know exactly how the soft border is working but maybe moving the soft border further "outside" the map is enough to solve that issue. Regards, Sn4ke
- 3 replies
-
- 1
-
- harvy path nodes
- soft border
-
(and 1 more)
Tagged with: