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Thread: Requesting Pathfinding Examples

  1. #11
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    [VIDEO] Move-click glitch at this location

    http://dev.dota2.com/showthread.php?t=116225

    Hi.

    I died a couple of times because of this glitch, so I finally decided to report this...

    http://www.youtube.com/watch?v=aI87nH0h5rg
    http://www.youtube.com/watch?v=0RSOU8_U1a8

    Seems like it has something to do with the camera and cliffs, making that area "effectively" out of your normal camera range or something... it works and registers clicks normally when theres no high ground, but doesnt when there is

    since i reported this a year ago i dont know, maybe its fixed already

    ================================================== ===============


    http://dev.dota2.com/showthread.php?t=148581

    [Video] Hero will walk back after double tap TP [Video]
    https://www.youtube.com/watch?v=4AB5i8PrX_0

    I have no explanation for it, happens like once every 30 games, died because of it previously. Today it happened again and I watched replay but didnt identify whats happening

    http://www.dotabuff.com/matches/978626755
    Last edited by nejdeto; 02-07-2015 at 04:06 AM.

  2. #12
    Basic Member MW28's Avatar
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    At the Dire Ancient : Sometimes if you walk to the fountain ( http://i.imgur.com/QJd3CsJ.jpg ) and the dire ancient is in between you walk to the bottom and then you take a turn to go the other way around ( http://i.imgur.com/eqzOW4y.jpg ).

  3. #13
    Basic Member DeBuio's Avatar
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    Not sure if this counts but you notice some seriously annoying pathfinding as a support trying to ward.

    Let's say you're trying to ward the edge of the cliff. Most of the time you'll be forced to walk all the way around to put the ward. Unless you click up to it until you're right in front of the cliff then put the ward.

  4. #14
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    This isn't a bug but I think it's annoying and should be changed.

    The hero in the video will just wait until the path is passable instead of trying to find a new path, this only occurs if you click close enough to the wards. IMO it should be changed to always try to find a new path regardless of the situation.





    And the forum is filled with path finding bugs, just waiting to be fixed..


    Also, can someone sticky this? (And remove Icefrog's outdated data files sticky)

  5. #15
    Basic Member at35z's Avatar
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    I once got stuck in the Dire's Ancient when I just right-clicked on the fountain area and I was far away. The problem could be fixed, but my poor Bounty Hunter was walking in place hopelessly for a while until I noticed.
    Credits to Phoenix.

  6. #16
    Dire jungle pathfinding to go around small camp *Pull camp* to lane/hide in trees next to lane puts you in range to aggro the creeps in the camp.

    Dire ancient pathfinding around it is screwy and can make you double back to walk around the other side. Its semi-hard to replicate but can make you walk a U around the ancient backwards and around to go to the fountain.

    Radiant trees by tier 1 tower at bottom lane can get you to rotate in circles in place back and forth infinitely if you keep clicking what would be and is passable terrain between trees.

    Pretty much anything around trees right now is screwy aside from the ancient one I would suggest a closer look at the "Boxes" around the trees and monitoring the pathing around them and adjust them according to hero boxes.
    Last edited by WhichDoctah; 02-07-2015 at 04:50 AM.

  7. #17
    Easiest fix for that would be to increase ward placing range by about 200 as it seems to have screwed the placement of the mountain on radiants side. You used to be able to place it without having to get within 20 inches of the damn thing.

  8. #18
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    If you need, I am about to finish my masters, and am looking for some work - I am a physicist, who is self teaching programming.

    Pathing works in 2D, so it has no excuse to use integrals that take into account the landscape (region bounded by obstacles defined by 'C') to find the fastest path. See Green's Theorem (https://en.wikipedia.org/wiki/Greens_theorem).
    There are other ideas I can find by revising my years of maths study, so PM me if you need a scientist on board.

  9. #19
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    I reported this before and it got fixed, it was much more broken. http://dev.dota2.com/showthread.php?t=149061

    You can notice Slark stopping for a very little time around the corners of the tower, easily noticeable around the dropped item and the tree.


  10. #20
    Pathfinding is also pretty ridiculous near dire Ancient/roshan when you try to go anywhere on the dire side of bottom lane. Happened to me few times. It was shorter route to go around secret shop, yet my hero went through the river lol.

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