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In BoneCrusher AI, I saw build rotation that is seemingly applied at random. Code:
var rotation = 0;
switch (rnd) {
case 0:rotation = 0;break;
case 1:rotation = 90;break;
case 2:rotation = 180;break;
case 3:rotation = 270;break; }
I was thinking, ideally AI needs to set the building rotation to face the nearest local Gateway entrance to base.
For Factories, due to unit spawning in the facing direction of the rotation.
Same for turrets... we want those to face the enemy.
Should you have a choice of many Gateway entrances, then a fallback would be to face in relation to your approximate map starting location such that if you are spawned South, then the building rotation faces to the North, when West then rotation set to East etc.
AA turrets are a bit different and will need to face in the direction from the perimeter of the base related as VTOLS can come and go from anywhere.
The text was updated successfully, but these errors were encountered:
In BoneCrusher AI, I saw build rotation that is seemingly applied at random. Code:
var rotation = 0;
switch (rnd) {
case 0:rotation = 0;break;
case 1:rotation = 90;break;
case 2:rotation = 180;break;
case 3:rotation = 270;break; }
I was thinking, ideally AI needs to set the building rotation to face the nearest local Gateway entrance to base.
For Factories, due to unit spawning in the facing direction of the rotation.
Same for turrets... we want those to face the enemy.
Should you have a choice of many Gateway entrances, then a fallback would be to face in relation to your approximate map starting location such that if you are spawned South, then the building rotation faces to the North, when West then rotation set to East etc.
AA turrets are a bit different and will need to face in the direction from the perimeter of the base related as VTOLS can come and go from anywhere.
The text was updated successfully, but these errors were encountered: