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Tunnel Problem
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GameMaster0000
Missile Trooper


Joined: 23 Mar 2006
Location: Thailand

PostPosted: Tue Dec 09, 2008 2:54 pm    Post subject:  Tunnel Problem
Subject description: and I'm back!!
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And first I tell I'm back Very Happy

I still do "True Power" mod but it'd a bit on hold.

But now I have problem with tunnel

When create tunnel from south to north like this



Infantry get stuck at here when they move from south to north(from N to S no problem)



And then I do reverse, create from north to south.



Infantry will go above tunnel when they move from North to south(Same S to N no problem)



I don't know how to make this correctly.

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Tue Dec 09, 2008 4:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Heh I remember something like this... You have to go to the map in notepad, and change something with [tubes] section (something like -1, but I'm not sure).

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Wess
TS Mapping GOD


Joined: 13 Nov 2003
Location: Belgium, FL

PostPosted: Tue Dec 09, 2008 5:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

i think u meen this.

There is a long standing error in Final Sun editor with tunnels. Read on to find out how to fix that annoying error.

First: apply your tubes one set of three tube applied only not two sets.
This means you trace the tunnel tubes one time for each connection. This will make a total of three connections between to tunnels.

Second: open your map in notepad. Find the tube section. Turn off word wrap so the section look some thing like this.

[Tubes]
0=79,100,0,79,83,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,-1,-1,-1,-1=79,83,4,79,100,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,-1,-1,- 2=80,100,0,80,83,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,-1,-1,-1,- 3=80,83,4,80,100,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,-1,-1,- 4=81,100,0,81,83,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,-1,-1,-1,- 5=81,83,4,81,100,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,-1,-1,-

NOTE: I removed the (-1) so this can fit the page. So do not remove all of the (-1) or you may have problems.

In this sample if you look at the first two strings like this. This makes one tube. Each string is a one-way passage throw the tunnels. One for one direction and one for the return direction.

0=79,100,0,79,83,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,-1,-1,-1,-1=79,83,4,79,100,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,-1,-1,-

Now we will look at the part that is giving you the problem

0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,-1,-1,-1,-
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,-1,-1,-

This part is it. If you cont the (0) then cont the (4) you will see that the (0) are sort by one (0). To correct this change the next (-1) to a (0) (or the number in your strange) final sun all ways make this mistake.

What you are looking at represents the direction numbers (represents by the numbers themselves) and the number of tile movements (represents by how many numbers shown in the string.) this part of the strings should look some thing like this after you fix it. You can see that the amount of numbers match.

0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,-1,-1,-
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,-1,-1,-

Then you will need to repeat this for the next two sets of tubes.

NOTE: Do not use these string as a replacement, these are just samples. Do not cut the strings apart like this. This was only to make it easier to see the problem.

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Titan
Cyborg Commando


Joined: 12 Dec 2005
Location: Netherlands

PostPosted: Tue Dec 09, 2008 10:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Real men make their tunnels from scratch in a text editor instead of fixing the stuff FS does wrong all the time (That way you can also have as many curves as you'd ever want)... #Tongue

I don't think it'll be a bad idea for me to write a tut about that. Wink

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Tue Dec 09, 2008 10:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'd rather save myself the 2 hours, and NOT make a loopdy do tunnel #Tongue

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Titan
Cyborg Commando


Joined: 12 Dec 2005
Location: Netherlands

PostPosted: Tue Dec 09, 2008 10:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ah, but that's exactly what newbies say about triggers and intermediate mappers about SP scripting... #Tongue Wink

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Tue Dec 09, 2008 11:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think a gap in the cliffs and bridge overhead looks better. #Tongue

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Titan
Cyborg Commando


Joined: 12 Dec 2005
Location: Netherlands

PostPosted: Wed Dec 10, 2008 2:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, tunnels are there to keep you from doing that. Wink Remember that both bridges and tunnels are very dirty hacks to get the engine to properly handle overpasses and underpassed. The TS map system is a big 2D array of tiles, so normally, 3D things like bridges and tunnels should not be possible.

For example, TS bridges fully depend on the consistency of the overlay used to connect the bridgeheads; you can't have hills or mounds below the bridge overlay sections because that would push them up or down several Z levels... #Tongue

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