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Tracking Enemy Units
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Golan
Flamethrower


Joined: 21 Nov 2007

PostPosted: Fri Dec 21, 2007 9:11 pm    Post subject:  Tracking Enemy Units Reply with quote  Mark this post and the followings unread

So I was experimenting again... only to find to fail because of the same limits that already ruined about 50% of all my other ideas.

Now enough wining, the problem is this: an object is supposed to "track" enemy movement by marking enemy units in a certain range, even if they are shrouded.
To do this, the object spawns a number of always visible dummys that attach to the enemy units by using repair drone logic. This screenshot shows some of the main problems I can´t fix:

The one in the upper right is how it´s supposed to look like - this happened in about 3 out of 20 test runs once per match.
The upper left part shows the problem of several dummys attaching to one unit - not only does this look much less appealing, it also binds most if not all dummys to one unit, making the effect useless.
For the one in the lower right, note that the actual unit was about 100 world units below the pointer - the problem is that once attached, the pointers will stick to their height.
The last one is a combination of many factors. For one, many dummys attached at once. Also, they don´t seem to take on a uniform height. Then, there´s the problem that dummys will start jittering around the target.

The dummys are almost a 1 to 1 copy of the base repair drone with some added draws and the object filters changed to this:
Rule="ANY"
Include="VEHICLE HUGE_VEHICLE"
Exclude="AIRCRAFT"
Relationship="ENEMIES"

Other relevant code:
KindOf="AIRCRAFT NO_COLLIDE NOT_AUTOACQUIRABLE [...]"

Flags="FIND_BEST_PARENT UNCONTAINED_ONLY ONE_ATTACH_PER_PARENT"

Suggestions, workarounds or other approaches to this problem are highly welcome!

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