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 Forum index » Modding Central » Tiberian Sun Editing Forum
Updating Naval Unit INI Rules
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Chordeiles
Medic


Joined: 05 Aug 2009

PostPosted: Sat Jun 04, 2016 9:13 am    Post subject:  Updating Naval Unit INI Rules
Subject description: looking to optimize naval unit behavior
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I've been on and off editing TS, and one thing I realized is that most of the tutorials regarding naval units (ships, alternate warfactory, etc.) are somewhat dated. The tutorials on ship movement are buggy, mostly because of its pathfinding behavior. Using the hover locomotor also looks weird, though I believe most people just change it afterwards to whatever the feel is better.

This happened when I added LKO's Aurora battleship to my list of buildable units. For some odd reason, it tends to "walk" across land instead of restricting itself to water tiles.

Of course, that's when I realized it was still using the old SpeedType=Amphibious (makes it moveable on both land and water),  MovementZone=AmphibiousDestroyer (allowing water-shore-land pathfinding) and using the Walker locomotor (though I don't know if this actually affects anything.) I've since changed these with my own combination of stats, written below.

My previous research found that using this provides good pathfinding behavior for naval units:

- MovementZone=Destroyer (Better for pathfinding, as water-bound units no longer get stuck when ordered to move to the other side of a landmass, if there's uninterrupted water tiles en-route that it can move through.)

-SpeedType=Float (Functioning leftover from RA, if I recalled correctly, for naval units. Keeps the naval unit from moving across Shore tiles and onto Land tiles. Can be used without needing RestrictMovementTo=Water tag.)

- Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} (generic land locomotor. Works quite well for naval units.)

I haven't found research or general tutorial using this combination for naval units, so I just wanted to see if anyone else use this as well. If so, perhaps we could have an updated rules setting for naval units.

P.S., I'm still using a modified Alternate Warfactory 1.0 based on Morpher's Method, seeing as the coding is a bit cleaner and doesn't mess too much with the default inis. It's a good method if you just want an add-on to the mod, but Alternate Warfactory 2.0 is much more comprehensive for a total overhaul.

Update 01: Walker locomotor seems to be fine for this, as it keeps the naval unit from tilting when under fire from lobbers (while generic land locomotor will tilt the unit).

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