Posted: Fri Dec 27, 2013 3:32 am Post subject:
[REQ]Enable multiple MovementZone's or restore CanBeach
Enable adding multiple MovementZone's to a unit would make it possible to restore the landing craft logic
Something like
MovementZone=Beach,Water
RA2 Beta had special movement zones like WaterBeach etc that did the same thing.
Alternatively restoring CanBeach, hopefully should do the same thing.
CanBeach enabled a vehicle with MovementZone=Water to "step" on the beach and in the landing crafts case unload the units on passable terrain( the Beach was impassable)
I was not sure which one of those tags would be better in this case so i made a thread instead of a blueprint. _________________ Tiberian Dawn, Red Alert, Tiberian Sun ,Red Alert 2,Renegade, Command & Conquer 3,Tiberium and Tiberium Wars and Westwood related image & video archive
https://picasaweb.google.com/113361105083292812413?noredirect=1
Skype live:tomsons26
Don't forget to state who are you otherwise i'll ignore the invite QUICK_EDIT
There tag SpeedType, with it you can specify on what surfaces are allowed to move units.
EDIT:
And MovementZone carries not only information about what were the surfaces can move. For example, in YR MovementZone=Fly not allowed to dock with buildings (NoCursor, AI can dock them), this restriction only applies to YR, aslo there are other logics that isa rigidly tied to specific MovementZone. QUICK_EDIT
landing craft topic has been discussed many times I believe it is MigEater that took the shores and made them ice. do a search on here for tiopic shores, beach, landing craft with name as MigEater should get a hit. _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
There tag SpeedType, with it you can specify on what surfaces are allowed to move units.
EDIT:
And MovementZone carries not only information about what were the surfaces can move. For example, in YR MovementZone=Fly not allowed to dock with buildings (NoCursor, AI can dock them), this restriction only applies to YR, aslo there are other logics that isa rigidly tied to specific MovementZone.
I guess multiple SpeedType's might be needed too
Nikademis Von Hisson wrote:
landing craft topic has been discussed many times I believe it is MigEater that took the shores and made them ice. do a search on here for tiopic shores, beach, landing craft with name as MigEater should get a hit.
That's a dirty hack,we are currently using it but infantry get stuck in trees and a few other bugs not to mention making units be able to walk on water, i want the original function that made it possible for the LCF's to beach without the need of editing the terrain or the terrain code to be restored _________________ Tiberian Dawn, Red Alert, Tiberian Sun ,Red Alert 2,Renegade, Command & Conquer 3,Tiberium and Tiberium Wars and Westwood related image & video archive
https://picasaweb.google.com/113361105083292812413?noredirect=1
Skype live:tomsons26
Don't forget to state who are you otherwise i'll ignore the invite Last edited by tomsons26lv on Fri Dec 27, 2013 7:10 am; edited 1 time in total QUICK_EDIT
stuck in trees? how do trees affect the landing craft? _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
stuck in trees? how do trees affect the landing craft?
INFANTRY get stuck in trees, signs, lightposts, etc., because of their MovementZone=Amphibious with the Ice work around.
MovementZone=Amphibious causes it to happen is my key point, if we didn't have to use MovementZone=Amphibious for all units, then the infantry would NOT get stuck on all passable overlays. _________________ Oh. QUICK_EDIT
i never added the amphibious tag...... try taking that out.... _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Hm. As for me, re-using Ice\Beach terrain for land with unique characteristic like only several units can pass it, always cause units stuck in these land type. Like Hover MRLS refuse to go out of Beach tiles to Water. Or infantry walking only on Ice, again, refusing to go to Clear. In the end I have scraped all multiterrain units ideas, feature is broken :\ _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
Hm. As for me, re-using Ice\Beach terrain for land with unique characteristic like only several units can pass it, always cause units stuck in these land type. Like Hover MRLS refuse to go out of Beach tiles to Water. Or infantry walking only on Ice, again, refusing to go to Clear. In the end I have scraped all multiterrain units ideas, feature is broken :\
hover units get stuck? i find that hard to believe.
Dasfonia wrote:
Gangster wrote:
... feature is broken :\
And that's why we made the thread.
this isnt a new problem... it has been documented some time ago. i think what you are looking for is the ARES wish list to suggest a feature to correct this. I doubt there is anything to fix this problem correctly, except ARES.....the only work around solution for this problem is adjusting the tiles _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
this isnt a new problem... it has been documented some time ago. i think what you are looking for is the ARES wish list to suggest a feature to correct this. I doubt there is anything to fix this problem correctly, except ARES.....the only work around solution for this problem is adjusting the tiles
Yes, I'm aware that it has long been acknowledged but it's still an active issue that needs to be addressed and hasn't been talked about in a about 2 years, unless we missed some other random request made within that time slot.
I don't want my three bar Tanya getting stuck in a light post and me then having to restart the mission because of said bug. Get it? _________________ Oh. QUICK_EDIT
Also Known As: ZivDero Joined: 23 Jul 2013 Location: Russia
Posted: Fri Dec 27, 2013 6:49 pm Post subject:
I have made a topic about beach landing craft, but I just got a nice reply with a link to the old topic. Also, there was a fixed pack of tiles (the one in 2 year topic seems to have more issues, than we have with this one), so be sure to check it out. _________________
DarkVen9109 wrote:
What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis
I understand that However I am aware it have nothing related with restoring\enabling\expanding TAGS listed at first post.
Its seems to me a game pathfinding problem or maybe Locomotor flaws. Ice and Beach was a legit terrain types in TS and never caused a stuck problem. _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
I understand that However I am aware it have nothing related with restoring\enabling\expanding TAGS listed at first post.
Its seems to me a game pathfinding problem or maybe Locomotor flaws. Ice and Beach was a legit terrain types in TS and never caused a stuck problem.
Like I said though, the getting stuck is caused by having to make every infantry unit into MovementZone=Amphibious. _________________ Oh. QUICK_EDIT
My method of using ice terrain on beaches only needs MovementZone=Amphibious on the landing craft, no other units need this tag to for it to work. I've been using this workaround for over 8 years without any side effects or issues thus far. So remove the MovementZone tags & your problems should be fixed.
There tag SpeedType, with it you can specify on what surfaces are allowed to move units.
EDIT:
And MovementZone carries not only information about what were the surfaces can move. For example, in YR MovementZone=Fly not allowed to dock with buildings (NoCursor, AI can dock them), this restriction only applies to YR, aslo there are other logics that isa rigidly tied to specific MovementZone.
just to clarify a few things from my TS experience (can be wrong in RA2)
SpeedType is not used for pathfinding. For that the MovementZone (and MovementRestrictedTo) is used.
If a SpeedType allows a unit to move on certain terrain and MovementZone doesn't, the pathfinding gets bitching and often can't find a path anymore. Also the other way round when MovementZone allows movement and calculates paths over that terrain, while the SpeedType doesn't allows movement on it.
In such cases you can give a unit a long route, click, but nothing happens. The unit simply doesn't moves and you're forced to guide the unit manually around the problematic terrain.
Like shown on Mig Eaters video, the ship isn't able to find the closest path to the shore when he clicks on land. I assume the ships also have trouble finding paths around islands when clicking on the other side.
With a SpeedType matching the MovementZone the calculated path would make the unit move at least as close as possible, so in the case of such a landing ship you wouldn't be forced to click exactly on the shore but any click on land would be enough too. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Only the landing craft has "bad" pathfinding because it needs to be amphibious to get onto the beach etc, normal ships are unaffected. Only a few extra clicks to guide the LC are needed most of the time tho. _________________
One thing that might conflict with ships finding the path to the shore is the water tile arrangement. I've noticed in TS, if you misplace or lay water tiles over each other, the pathfinding of ships gets broken. _________________
Also Known As: ZivDero Joined: 23 Jul 2013 Location: Russia
Posted: Sun Dec 29, 2013 3:00 pm Post subject:
Weird thing occured. I have
SpeedType=Amphibious
MovementZone=Amphibious
and my landing craft stands still if I order it to go to the land, but if I command it to go to the beach - everything is fine.
EDIT
My bad. Also, it would be good if Ares implemented multiple MovementRestrictedTo's. So, we could make SpeedType and MovementZone Amphibious and MovementRestictedTo=Water,Beach(or ice) _________________
DarkVen9109 wrote:
What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis
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