• Blitz Shadow Player
  • Caius
  • redboot
  • Rules
  • Chain of Command
  • Members
  • Supported Ladders & Games
  • Downloads


road movement
01-07-2010, 09:45 PM,
#5
RE: road movement
And watch those vehicle speeds when placing your convey, the AI is stupid and will simply run faster vehicles into the back of slower ones in front, (which creates all sorts of problems!)

The only way to avoid this is to either design your convey in order of speed, or copious use of the 'pause' command.

Even if you lay out your convey in speed order, due to the differences in order delay between vehicles, there's still a chance of them running into each other. If you stagger them to each side of the road though this can be minimised, (but there's still no escaping the fact that you have to individually plot each vehicles path along the road!)
Quote this message in a reply


Messages In This Thread
road movement - by Weasel - 01-07-2010, 05:17 AM
RE: road movement - by Panzer Dan - 01-07-2010, 07:59 AM
RE: road movement - by Weasel - 01-07-2010, 08:07 AM
RE: road movement - by Der Kuenstler - 01-07-2010, 01:36 PM
RE: road movement - by Kelen - 01-07-2010, 09:45 PM
RE: road movement - by herroberst - 01-08-2010, 03:32 AM
RE: road movement - by Weasel - 01-08-2010, 04:48 AM

Forum Jump:


Users browsing this thread: 3 Guest(s)