Posted: Sun Feb 11, 2018 4:42 pm Post subject:
Submarine Torpedoes not working correct terrain related
I am kind of lost, I have added new water tiles for the desert terrain set. However, Submarine Torpedoes do not work, they explode at "burst". Has any one seen this before?
The tiles have a type 9, this is constant with all other water tiles.
I assume the key WaterSet in the General section tells the game which tileset is water.
Since this allows only a single number, i assume you would have to edit TileSet0021 and add your new terrain to this set to make it seen as water by the engine.
\edit
the more i think about it, it would be pretty stupid by WW to use a key in the terrain inis for the logic of the Level key and not the terrain type set on the tiles.
\edit
maybe check your water tiles with TMP Shop and see if it shows anything strange on them.
Maybe they are set as Water but have a strange Height or RampType set, causing Level projectiles to hit them, since they are not "flat". _________________ SHP Artist of Twisted Insurrection: Nod buildings
I have uploaded a screenshot of some of my tiles and the values they have.
The column on the right is the factory YR desert water tiles for comparison.
Nothing seems odd about them. Maybe I will check and see if I have to edit the original water set... Unfortunately, I am not sure that will work, but I will look.
v1.04 of TMP Editor has a bug where it will enable "has damaged artwork" (which is only useful on bridges) on by default with no way to turn it off. I haven't see this specific issue before but it could be causing this problem. To fix it get v1.05 of TMP Editor which adds the option to turn it on or off. _________________
v1.04 of TMP Editor has a bug where it will enable "has damaged artwork" (which is only useful on bridges) on by default with no way to turn it off. I haven't see this specific issue before but it could be causing this problem. To fix it get v1.05 of TMP Editor which adds the option to turn it on or off.
Its not a bug, its by design, that design is olaf not being assed to check what happens ingame. _________________ Tiberian Dawn, Red Alert, Tiberian Sun ,Red Alert 2,Renegade, Command & Conquer 3,Tiberium and Tiberium Wars and Westwood related image & video archive
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Sadly I just tried the damaged artwork, and that did not take care of it.
And to show that it wasn't just from my silly coding, here is the factory Soviet sub doing the same thing...
Edit* I also looked with TMP Shop, I didn't see anything odd, Should I try to just re-save all of them with it?
sovsub.png
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(Permissions) - (F.A.Q.) Last edited by MadHQ on Sun Feb 11, 2018 10:59 pm; edited 1 time in total QUICK_EDIT
Yeah I know it's not a "bug" I just didn't feel it was necessary to elaborate on the events that led up to that option being forcefully enabled by default & thought that calling it a bug would be sufficient.
Anyway for those now intrigued the problem started during the time Blade (or was it MooMan XD ) were working on the Terrain Expansion they asked Olaf to add a "damaged artwork" option to the TMP Editor so they could add new bridges. Instead of making a new version with a toggleable option he instead modified a copy of v1.03 (the then current version) so the option was enabled by default & gave it only to the TX developers. Later on when Olaf started work on v1.04 he had forgotten about this default setting in the source code & it thus then got accidentally included in the public release.
v1.04 was the last version Olaf released & it wasn't until many years later that a modder called MetalMario released an unofficial v1.05 that fixed this problem along with several other updates too. _________________
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