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  • Gem RTS v1 Documentation
  • Foundational Knowledge
    • Game local files and Player Profile locations
    • Game resource architecture
      • Packages
      • Package file structure
    • Basic knowledge about configuration files
      • Include instruction
      • Define instruction
      • Mod instruction
  • Mod Development
    • Creating mod
    • Advanced package configuration
    • Creating Settings templates
  • Editor
    • Camera control in the Editor
    • Useful Editor shortcuts and Console commands
    • Map Editor
      • Creating a new map
      • Scene Editor
      • Entity Editor
      • Landscape Editor
        • Heights Editor
        • Polygons Editor
        • Terrains Editor
        • Color Editor
        • Flags Editor
        • Material Editor
        • Grass Editor
        • Foliage Editor
      • Water Editor
      • Specifics of Map Editing
        • Creating destroyed vehicle entities for map entourage
        • Creating terrain folds
          • Creating Ground Surface relief
          • Rock and cliff entities
        • Stone entities
        • Entity for water sound effects
        • Building entities
      • Creating a minimap
    • Mission Editor
      • Mission Properties Editor
    • FX Editor
    • Environment Editor
      • Basic knowledge about HDR
      • Creating environment preset
      • Setting Environment preset parameters
    • Debug Tools
      • Console
      • Debug Processes Window
      • Render Layer List Window
    • Simulation Mode
  • Textures and Materials
    • Physically Based Rendering
      • Texture compression formats in GEM RTS
      • PBR parameters
      • Texture Conversion in Gem RTS
      • Texture conversion to PBR materials using Nvidia Texture Exporter
  • Modeling
    • 3ds Max Plugin
    • Vehicle Model Setup Pipeline
      • Bone hierarchy in vehicle models
        • Body
        • Turret
        • Engine
        • Gun
        • Secondary bones
        • Transmission
          • Сhassis mechanisms
  • Localization
    • Variable strings in localization
    • Adding a new localization language
  • Game settings
    • Movement on slopes
    • Configuration of movement types for human units
    • Configuring entity interaction with wind
    • Sensor
    • User control sound
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On this page
  • Key parameters
  • Settings examples
  • Debugging
  • Configuration recommendations
  • Usage notes
  • Map requirements
  1. Game settings

Movement on slopes

Penalties for unit movement on slopes, depending on the direction (uphill or downhill), are configured in the pather.set file. The slope angle of a map cell affects movement speed, which is critical for heavy units such as tanks.

Key parameters

  • SlopeDown - defines penalties for moving downhill. This is similar to the Height parameter from Men of War.

  • SlopeUp - defines penalties for moving uphill.

Settings examples

Downhill movement penalties

The following is an example of penalties for moving downhill:

{SlopeDown
    0  0  0  0  0
    0.1 0.3  0.5  0.8  1
    1  1  1 -1 -1
}

In this configuration:

  • cost < 0 - movement is prohibited.

  • cost = 0 - movement occurs without penalties.

  • cost > 0 - movement incurs a penalty, and the total path cost is calculated as follows:

pathCost=distance∗(terrainCost+slopeCost)pathCost = distance * (terrainCost + slopeCost)pathCost=distance∗(terrainCost+slopeCost)

Uphill movement penalties

The following is an example of penalties for moving uphill:

{SlopeUp
    0  0  0  0  0 ; free movement up to 30 degrees
    1 -1  -1  -1  -1 ; penalties apply from 30 degrees
    -1 -1 -1 -1 -1 ; movement prohibited from 60 to 90 degrees
}

Upon loading the SlopeDown table, it automatically applies to SlopeUp unless a separate SlopeUp table is specified. To configure different penalties for uphill movement, a distinct SlopeUp table should be provided after SlopeDown.

Debugging

Quantized slope angles used for pathfinding can be displayed with the heightmap grid. Enable this view by pressing Alt+H or checking the heightmap option in the Heights tab of the Heights Editor.

For example, if the heightmap grid shows a value of 5, the angle corresponds to 30 degrees, using the 5th entry in the table.

Configuration recommendations

  • Vehicle units Vehicle units should descend directly downhill without special path recalculations. For uphill movement, the system should prioritize alternative routes.

  • Infantry units Infantry units should not attempt to traverse cliffs. They should always select bypass routes when necessary.

Usage notes

In multiplayer mod (mod_mp), human units do not support the SlopeUp parameter for pathfinding. Movement penalties for these units are controlled through the Height\SlopeDown table.

For vehicle units, both SlopeDown and SlopeUp must be configured to ensure proper movement behavior on slopes.

Map requirements

For slope movement to function correctly, ensure that relevant areas on the map are not marked with the no_pass flag.

Last updated 8 months ago

Path planner heightmap