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Requesting Pathfinding Examples

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  • #31
    Originally posted by Boelens View Post
    I'm not sure what the reproduction conditions are but I've fairly often had an issue with the dire ancient. I would have my hero move towards the fountain, and it takes a right turn around the ancient, stops halfway and then goes back around and goes the left way, hugging the ancient all the time.
    I have the exact same thing happen alot, there seems to be a small problem with the gap right between the effigy on the top right of the ancient and the ancient, and the weirdest part is that your character goes all the way around the ancient rather then just walking around the effigy at least.

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    • #32
      Most of my pathfinding-related deaths have happened in areas with varying heights. For instance, I would be trying to run away from enemies by going up the radiant ramp next to the top rune and my character would end up doing a 180 and walking back down towards the enemies I was trying to run away from.

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      • #33
        I would really like an option to force pathing. Because sometimes, typically on edges, if you even slightly come close to the edge it assumes you want to be on the other side. It would be nice to have an option or hotkey to hold when you want the unit to move to that position no matter what. So if it's an edge, you run to the edge and continue to run into that edge until you manually path your way to where you need to be. I think holding CTRL or ALT while hitting a movement key would fix this. It would make juking much better along with general navigation at the most critical moments.

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        • #34


          I made a video of an annoying pathing problem I found during a pub game.

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          • #35
            Not sure if that's a bug at all, but I see this every time I'm trying to choke-point jungle, looks strange

            http://a.pomf.se/nbgqgn.webm

            Works with any camp with multiple melee units

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            • #36
              No picture, but if you are a mid going to take bot rune, the pathing does not take you through the river back to the midlane, but through the dire pathway that leads to dire t1. Very frusturating when you accidentally take a few tower hits because of it.

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              • #37
                I may not have a video or insightful comment, but as a CS major who is starting learn more about algorithms, how do you all get shortest paths in such a short time? Dijkstras, DFS, I'm excited to learn hahaha

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                • #38
                  Do Broodmother web pathing issues apply to this?

                  If yes, it seems like trees surrounding a web are considered collisionless up to the point where BM leaves her web. (And thus gets stuck.)

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                  • #39
                    I am sorry if this has already been posted but here are my 2cents. Creep movement neutral and lane is horrible can we just have creeps not shove eachother and stuff but move like a unit the war3 creep movement is so bad and old.

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                    • #40
                      Often when I'm moving from the top rune to bottom rune, my hero gets stuck at the steps by the top rune. Video below. First half is player perspective, second half is the hero getting stuck.

                      https://www.youtube.com/watch?v=3P-H...ature=youtu.be

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                      • #41
                        https://gfycat.com/ImperfectSimpleBlacklemur#
                        Here the distance calculation is terrible

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                        • #42
                          Honestly pathfinding will always present problems and be less than ideal if it's strictly in the hands of a program. Best example of this is how bodies mix with terrain to confuse pathfinding since it's constantly being thrown a different situation every few milliseconds.

                          A big help overall would be a "manual" move option that sends a unit in a straight line towards the location you select, then stops that unit if it comes into contact with anything on the way. It's not perfect but it does give players more control and stops units wildly turning around in bizarre directions, which wouldn't be an issue if it weren't for the necessity of turnrates in Dota.

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                          • #43
                            http://dev.dota2.com/showthread.php?t=140106
                            Originally posted by Crowfeather
                            The average mmr in the 3.4k is lower than the average mmr in the 3.5k .
                            Originally posted by Legdotus
                            in the middle of my game, I go to the menu, and watch a friend's game. That makes no sense to me.
                            Originally posted by twl04046
                            Sometimes the zeus ulti suddenly activated and it really scared me...

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                            • #44
                              Originally posted by Naskr View Post
                              Honestly pathfinding will always present problems and be less than ideal if it's strictly in the hands of a program...
                              When I started playing dota 2 the pathing was working perfect, I've never had a problem with it. The problem began I think when they fixed this "bug" http://dev.dota2.com/showthread.php?t=106229

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                              • #45
                                Originally posted by BadKernel View Post
                                When I started playing dota 2 the pathing was working perfect, I've never had a problem with it. The problem began I think when they fixed this "bug" http://dev.dota2.com/showthread.php?t=106229
                                Pathing bugs have existed since the start of the game, way before 2013, they may have increased since then though.

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