MOVE actions

A forum for discussing map making ideas and problems for the Myth series.
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A-Red
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Post by A-Red »

Movement actions seem pretty simple, but I've always found them to be a little wonky...mainly, the game sometimes seems to have trouble deciding when they succeed and reacting as necessary. I trust PLATs and MEANs much more, and tend to use those instead. But I'm currently working on a bit of script (ok, maybe more than a bit--maybe a mound) where PLATs just won't cut it, and I'm using a series of MOVEs instead.

But, of course, I'm running into the old problems. Units will complete certain movements and then just stop. Forever. A quick debugging tells me that these movements supposedly "succeeded", but nothing happens afterward, even though I checked and confirmed that the actions that come next were linked up effectively.

Does anybody know why this would be the case? My first assumption was pathfinding issues, but the places where my units keep stopping seem to be open enough to allow further movement...they're not getting stuck on trees or steep terrain or anything.

A-Red
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William Wallet
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Post by William Wallet »

A map where PLATOON won't cut it? What the hell is it going to be, the Bejart ballet in a Myth map? That's some fancy shit!

To be serious a moment - I recall having this problem with a MOVE action before, but unfortunately I can't help because I copped out and used a PLAT action instead.
Okay I got the models but now I'm too dumb to do anything with 'em
A-Red
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Post by A-Red »

William Wallet wrote:A map where PLATOON won't cut it? What the hell is it going to be, the Bejart ballet in a Myth map? That's some fancy shit!
Mb mb. All I'm going to tell you is that it takes 240 MAs (3 parts with about 80 each). But if you wait until the next TFV beta, you get to find out :)
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William Wallet
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Post by William Wallet »

Haha, nice.

I'm still racking my brains over the MOVE thing but. I need to get back in practise with this scripting jazz.
Okay I got the models but now I'm too dumb to do anything with 'em
Gleep
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Post by Gleep »

After they stop will they still respond to attacks?
A-Red
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Post by A-Red »

Gleep wrote:After they stop will they still respond to attacks?
They respond to any TUNIs I set to make them attack. That includes TUNIs activated by completing the movement that they stopped on.

Here's the weird thing; since these MOVEs are somehow considered "successful" by the game, the whole chain of actions after them still "happens". That is, they don't actually happen, but the debug log lists them one after another as having succeeded, deactivated, and started up the next action. Crazy stuff.
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Horus
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Post by Horus »

Is it possible that they are all running at the same time?

Perhaps Myth makes no distinction as to when a MOVE is considered completed (it could think that the activation is the script part completed). This would mean that upon starting to do one thing it is also attempting to do everything after it a virtually the same time (meaning they count as completed without really being so).

Just a theory...
A-Red
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Post by A-Red »

The debugger says they're deactivating once they succeed, so they aren't all happening at once. I also tried different activations--on Activation, on Execution, on Trigger--and they didn't help (Activation made them go through all their actions at super-speed, because one action wouldn't even complete before the next started. The other two made no change at all).
A-Red
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Post by A-Red »

Gentlemen? Ladies? Animals? Anyone?
Graydon
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Post by Graydon »

Ared, I know 'success' is a bad flag to use with MOVEs since forever... Khel tried to explain it to me once. Basically I think the MOVEs are considered to 'succeed' immediately after the unit in the MOVE is on its way (it starts moving).... regardless of whether the unit makes it to the end of its line, it counts as a success and triggers anything in an ACOS. Try adding a sound action to it... without a delay on the sound, I am going to take a guess that it plays the second the unit starts walking.

Edit: I duno how complex it is already (pretty if we're talking 240 MAs...) but one way around it would be to check if the unit is in an area, poly test, and use that as your next trigger...

Edit 2: Are the moves set to deactivate never? Tried it?




Edited By Graydon on 1151739079
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A-Red
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Post by A-Red »

Graydon wrote:Edit 2: Are the moves set to deactivate never? Tried it?

I hadn't tried it until just now, but as I suspected it just caused the units to try to complete multiple movements at once. It was cute, but not helpful.

Thanks for the confirmation about Success, that's pretty much what I thought at this point. The game tells itself to do the MOVE action, then gives itself a pat on the back and calls it a day.

So I figured, the MOVEs must be deactivating when they get to the waypoint, even if they succeed before (which is why they're set to deactivate on "trigger" by default rather than success). I tried "Activates on Deactivation", and...no good. I still don't know exactly what "trigger" is, but I do know that when a MOVE succeeds, it deactivates. Some sort of programming momentum must carry the unit to the waypoint even after the action is deactivated.

Which means that, due to some amazing lack of foresight on Bungie's part I suppose (I can't imagine why they wouldn't have wanted to use something like that themselves), there's no way to test whether a unit actually completes its motion. Unless I use a poly test for every single waypoint, and I couldn't spare that many more MAs even if I wanted to.

Hmmm...
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