Talk:Walking Costs (UFO)

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Revision as of 18:52, 14 October 2011 by NKF (talk | contribs)
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I dont know if anyone noticed that... UFO's pathfinder is quite stupid. There is a TU's consumption bug. When your unit (which cannot fly) stands on upper level, and you can point somewhere where he can go by straight line, then fall (or go down), and continue walk towards X/Y but at lower level (other Z). The best example is a ramp of any air craft. You don't have to point on ground level - you can point directly on level of your unit is standing.

The thing is, TUs cost for such "lower level" walk is equal to flying cost (always 4), even if he walks through costy obstacles and ground. And moreover, unit can walk on water if he was standing on 2nd level(inside xcom craft) was pointed to go above water tile (if he have anough TUs to do such trip)!!! --Volutar 14:35, 14 October 2011 (EDT)

Worse, units can also walk through some walls. Not the real walls that sit along the edge of a tile, but walls that sit in the object space of a tile, like those north and west facing walls of UFOs. The ones you can throw grenades and other objects into. What's happening is that the game's using the collision detection on the level you clicked on, not the actual level your soldier is on. I think faulty collision detection bug is covered in either the bugs or exploits page. -NKF 14:52, 14 October 2011 (EDT)