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Two questions about GAPAVE
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Jakkillr
Civilian


Joined: 25 Feb 2009

PostPosted: Wed Jan 20, 2010 1:02 am    Post subject:  Two questions about GAPAVE
Subject description: and a harvester.
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One: Is it possible to make it extend adjacency? (as in it acts like a normal building when it comes to checking "Adjacent=X"?)

Two: Is it possible to make pavement buildable on non-buildable ground ONLY then have ONLY normal buildings on pavement? (Think zerg creep from Starcraft)

Also, I seem to have harvesters that 'forget' where my refineries are after so long.

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Askhati
Jumpjet Infantry


Joined: 22 Dec 2009

PostPosted: Wed Jan 20, 2010 6:25 am    Post subject: Reply with quote  Mark this post and the followings unread

One: I don;t think so. Technically, GAPAVE stops being a building the moment you deploy it, and converts into an Overlay. Therefore, the game cannot check it for 'Adjacent=X' tags - because it isn't a building any more. At least, that's how I understand it.

Two: well, if you can limit buildings to water squares (think of all the naval mods), then it might be possible to limit them to pavement as well. Not sure though, never tried it before.

Harvesters that forget to harvest were either attacked by enemy units and lost focus of the refinery while trying to run away, or had their refinery destroyed. The AI for them is not the best.

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Jakkillr
Civilian


Joined: 25 Feb 2009

PostPosted: Wed Jan 20, 2010 6:52 am    Post subject: Reply with quote  Mark this post and the followings unread

The harvesters are freshly built ones too, they just go to the field,perfectly fine, not attacked or anything, get a full load and sit there. These are harvesters that come with the newly built refineries.

If I'm understanding the code right, there leftovers from RA1 that allow for objects to be treated as navalyards/sub pens.

Last edited by Jakkillr on Wed Jan 20, 2010 6:56 am; edited 1 time in total

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Askhati
Jumpjet Infantry


Joined: 22 Dec 2009

PostPosted: Wed Jan 20, 2010 6:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Are they custom harvesters, or the default HARV? It could be that the code telling them which refinery to try and dock with has been messed up.

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Jakkillr
Civilian


Joined: 25 Feb 2009

PostPosted: Wed Jan 20, 2010 6:57 am    Post subject: Reply with quote  Mark this post and the followings unread

I didn't touch the harvesters at all, and the only part of the refinery I changed was the storage.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Jan 20, 2010 11:03 am    Post subject: Reply with quote  Mark this post and the followings unread

you surely play on a selfmade/downloaded map. The problem is that several old public maps (even some newer and original WW maps) have cliff errors. These cliff errors cause problems in the unit pathfinding.

Another reason is, that you changed an impassable ground type so that tiberium can spawn on it. When tiberium is spawned on that impassable ground, units see it as passable and once the tiberium is harvested, the units get stuck there.

Jakkillr wrote:
One: Is it possible to make it extend adjacency? (as in it acts like a normal building when it comes to checking "Adjacent=X"?)

no, for the reason Askhati has explained

Jakkillr wrote:
Two: Is it possible to make pavement buildable on non-buildable ground ONLY

Pavement can only build on ground which has Morphable=true in temperat.ini/snow.ini. Since nearly all unbuildable ground types have Morphable=false, this isn't done/possible by an easy ini edit.

Jakkillr wrote:
then have ONLY normal buildings on pavement? (Think zerg creep from Starcraft)

not without many changes.
a) the fact buildings can be build on water is the special key WaterBound. There doesn't exists a special key to do the same on pavement.
b) you can try giving in rules.ini all land types Buildable=no and only [Road] Buildable=yes.
If that doesn't works the way you want it, you can only completely switch water and road in every terrain tile so waterbound works on your pavement, but that will surely cause a lot more problems (e.g. water splash weapon impact animation on pavement).

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ZoidZilla
Shrapnel Sniper


Joined: 16 Apr 2008

PostPosted: Wed Jan 20, 2010 2:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
you surely play on a selfmade/downloaded map. The problem is that several old public maps (even some newer and original WW maps) have cliff errors. These cliff errors cause problems in the unit pathfinding.


You say 'old' and 'some newer' maps, so is there a fix for this problem? Or do you mean that some mappers just know which cliff-tiles are bugged and therefore don't use those tiles?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Jan 20, 2010 4:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

many mappers know how to avoid cliff errors, but sometimes they still happen by accident.

Another problem is the original TS cliff set. Several cliffs have the bottom cell impassable for units, but tiberium can still spawn/grow there. Once a patch of tiberium is spawned there, the pathfinding algorithm isn't working anymore.

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