Originally posted by Flinx
A multi-turn path should be viewed as a ‘go to’ command and the optimal path should be re-evaluated each turn. Also implement a delay if the obstruction is one of your units so that it can move out of the way first (if it is moving) i.e. let the tank on the road ahead move forward before you go off road to get around it!
A multi-turn path should be viewed as a ‘go to’ command and the optimal path should be re-evaluated each turn. Also implement a delay if the obstruction is one of your units so that it can move out of the way first (if it is moving) i.e. let the tank on the road ahead move forward before you go off road to get around it!


Actual no idea. I thought it had to do something with the recompiled map plugins, but when I use the original ones no problem, either. One think to note Tamerlin did not tested the playtest so far.
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