Okay...where to begin. Some of you may remember my first "Phenomenon" thread - where my units would curve off their designated path slightly (If anyone wishes to read it, it's here.)?
The first two diagrams are a tad out of align. Since posting undoes excessive spaces ( ), I had to use lowercase a's to align them. Pay no heed to the a's.
Now, in one level, I have reskinned villagers (hippies) patrolling, and they form a sort of comb pattern, like this:
X - - - O
aaaaaaO - - - X
X - - - O
aaaaaaO - - - X
X's being where the hippies begin, the dashes designating the path they take, and the O's being their patrol destination. All goes fine. They all patrol in a nice synchronization, so that you are to run by them as soon as they turn around and patrol to their start points. However, after the first few rounds of patrolling, something odd happens. The "Hippies" come out of sync, and it looks something like this (as they are patrolling, not as they begin):
- X - - O
aaaaaaO X - - -
- - - - X
aaaaaaX - - - -
I don't get how this happens. The villagers have a collision size of 0 (since even a size of 0.01 messes up synchronization a noticeable bit when they kill you). They are ground units (for as air units, even with the smallest height and height minimum, sometimes it can appear as if they are really high up in the air).
They do not begin patrolling. It is only after hitting a switch that destroys a barrier, leading to their path, do they begin patrolling. At first, I thought that they were somehow lagged by the "Revive if you have remaining chances" trigger, but a quick runthrough of that trigger, along with viewing it ingame, shows that such a trigger yields no lag. Simply watching them patrol after a while causes them to naturally get out of sync.
How on earth could they be doing this? I arranged their respective regions and startpoints so that they are VERY aligned, so it cannot simply be due to an offset in position. I've no doodads or pathing blockers that could cause this. It probably has to do with collision (yet they have 0), or movement speed.
I have a similar obstacle, but the path is horizontal, and the units therefore patrol vertically:
X O X
| | |
| | |
O X O
Naturally, when the middle "Hippie" turns around to patrol back to his starting point, the two outer ones do the same. After a while though, the middle one (again, no obstructions in his path) messes up, and soon all three of them are patrolling up and down at the same time.
---
This has me as baffled as the demolisher problem. I even checked out some other peoples' mazes. Their units use 0 collision and a movement type of "foot", yet they have no problems with keeping patrols in line.
The first two diagrams are a tad out of align. Since posting undoes excessive spaces ( ), I had to use lowercase a's to align them. Pay no heed to the a's.
Now, in one level, I have reskinned villagers (hippies) patrolling, and they form a sort of comb pattern, like this:
X - - - O
aaaaaaO - - - X
X - - - O
aaaaaaO - - - X
X's being where the hippies begin, the dashes designating the path they take, and the O's being their patrol destination. All goes fine. They all patrol in a nice synchronization, so that you are to run by them as soon as they turn around and patrol to their start points. However, after the first few rounds of patrolling, something odd happens. The "Hippies" come out of sync, and it looks something like this (as they are patrolling, not as they begin):
- X - - O
aaaaaaO X - - -
- - - - X
aaaaaaX - - - -
I don't get how this happens. The villagers have a collision size of 0 (since even a size of 0.01 messes up synchronization a noticeable bit when they kill you). They are ground units (for as air units, even with the smallest height and height minimum, sometimes it can appear as if they are really high up in the air).
They do not begin patrolling. It is only after hitting a switch that destroys a barrier, leading to their path, do they begin patrolling. At first, I thought that they were somehow lagged by the "Revive if you have remaining chances" trigger, but a quick runthrough of that trigger, along with viewing it ingame, shows that such a trigger yields no lag. Simply watching them patrol after a while causes them to naturally get out of sync.
How on earth could they be doing this? I arranged their respective regions and startpoints so that they are VERY aligned, so it cannot simply be due to an offset in position. I've no doodads or pathing blockers that could cause this. It probably has to do with collision (yet they have 0), or movement speed.
I have a similar obstacle, but the path is horizontal, and the units therefore patrol vertically:
X O X
| | |
| | |
O X O
Naturally, when the middle "Hippie" turns around to patrol back to his starting point, the two outer ones do the same. After a while though, the middle one (again, no obstructions in his path) messes up, and soon all three of them are patrolling up and down at the same time.
---
This has me as baffled as the demolisher problem. I even checked out some other peoples' mazes. Their units use 0 collision and a movement type of "foot", yet they have no problems with keeping patrols in line.