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Auto Retreat Problem / Bug

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2 months ago
i am using auto retreat a lot, and in almost every match i have some units not following the retreat order properly and instead walking randomly into their death, which is kinda annoying.

i think what is happening here is some sort of "race condition" where the unit receives a move command right after the widget sends the retreat order, but before it unselects the units.

if i am correct, the fix for this could be as simple as making it unselect the unit first and then sending the move to retreat order.
+1 / -0


2 months ago
The race conditions happens because the unit receives the command from the player with network latency after it has been ordered to retreat by the automatic unit retreat behaviour.
https://github.com/ZeroK-RTS/Zero-K/issues/5429
+0 / -0
2 months ago
ahh i see, i hope this can get fixed because i often lose important units like aspis or placeholder to this
+0 / -0
2 months ago
im not sure it can be fixed due to player orders overriding ai intentionally
+0 / -0


2 months ago
The easiest fix might actually be to make the autoretreat a widget instead of a gadget.
If it is a widget, the retreat commands will be sent with network latency, but when it is a gadget, it is synced and is run instantly in the simulation when the unit goes below the HP threshold.
+2 / -0
2 months ago
a synced or unsynced gadget can emulate latency by adding frame delays but thats not a very good solution as godde said i think a widget is correct solution
+0 / -0

25 days ago
I have this so bad and it's driving me crazy.
+0 / -0
25 days ago
I've gotten to the point where I'm not using auto retreat for most things because the current behavior yoinks control of the unit from me but also overrides the retreat behavior, basically taking a system designed to save units to a system that guarantees their deaths.
+0 / -0


24 days ago
What if it were a widget and a gadget?
+2 / -0