yes pretty much, the transport ship needs to have MovementZone=Amphibious to work, it's better having one unit with bad path finding then all of them tho.
I even made my own video while all this was going on _________________
Posted: Tue Apr 06, 2010 7:05 pm Post subject:
beach
using the code I provided I have it somewhat working. Looking at the pic (going lower left and moving clockwise) 2 infantry entered at the point, 2 infantry entered at this point, 5 infantry entered at this point, only flaw is the last marking on the map. He doesn't enter the water, that is as far as he goes. The beach is something I created. _________________ 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
Posted: Tue Apr 06, 2010 7:27 pm Post subject:
beach
Ok, before I go and change anything on my 30 beach pieces. I should change the water part of the beach to ice? _________________ 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
Posted: Tue Apr 06, 2010 8:34 pm Post subject:
tank
Mig Eater wrote:
To get it working with just code all you need to do is add...
This to the landing craft:
Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C}
SpeedType=FloatBeach
& this to every land unit:
MovementZone=Amphibious
Modifying [Beach] or [Water] isn't needed as they have FloatBeach & Amphibious set to 100% already.
PS: is that a Blitzkrieg tank? o.0
yes it is a Blitzkrieg tank, it is the Panzer 38. I had extracted it from the mod when it first came out to get a look at what it looked like...but I was/am planning to use yours (since you said the public could use them, as long as you get credit), but after getting some help from Crevio, Cranium, Droken, Flyby, LKO , and a few others on 3D Max, I looking at making my own. I have already started on making my own base buildings with it _________________ 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
Posted: Tue Apr 06, 2010 9:44 pm Post subject:
beach
In this post MrMidas comments on the MovementZone=Amphibious. I remember on my first campaign map I had troops hide and got stuck under trees. Though using this MZ my infantry load and unload the landing craft.
Post: #512.12.2008, 06:51:59
MRMIdAS
Senior Member
Posts: 270
Joined: 29 May 2008
Reputation: 1
RE: How to Create a Landing Craft
(11.12.2008 22:47:32)Nikademis Von Hisson Wrote:
AprilWar, a member at http://www.ppmsite.com/forum/index.php?f=26 posted that Oct 16, 2007
Quote:
I changed what was listed in the post and it works. I can't remember if I changed the infantry zone, but i know the vehicles need the change. all 3 things work. And the infantry will not enter the water, only if they can swim they will enter the water, no gi, ggi,dogs, only ghost and tanya
Quote:
MRMIdAS : yeah, but if you use amphibious, units will get stuck in tree's.
that's why there's an amphibiousdestroyer type.
MRMIdAS: No longer allowed to criticise Westwood on PPM _________________ 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
They are in the .exe, and are valid tags. However I have come to believe that WW didnt finish the coding for them to work the way they were ment to. Thus why the tags are commented out on the few vehicles that have them. Someone screwed up somewhere, and looks like they just said to hell with it.
tags.png
Description:
Filesize:
177.97 KB
Viewed:
7761 Time(s)
_________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
lol, my civ3 infantry live! And in another ironic way, I used this logic or a similair one back in the day with my civ 3 mod. It was a pain in the ass, as infantry hated going onto the beach tiles. _________________ Please, read the signature rules of the forum. QUICK_EDIT
Posted: Wed Apr 07, 2010 1:09 am Post subject:
civ3
Yeah, I bought the game and brought a few into the game.....because you you DaFool I bought the game and found the programs to bring them into the game.
@cranium What program are you using for the exe?? _________________ 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
I use Ida Pro and PE Dissasembler. and No I havent learned how to alter the exe, and probably never will.
@Mig, I dont know if it's on my end, but I cant seem to get your link to the video to work. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Posted: Wed Apr 07, 2010 1:37 am Post subject:
exe
I have someone that might be able to. I was talking to him sunday and all i had to do is find the program and he would see what he can do. _________________ 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
So someone should move this topic into the RA2 discussion forum and a new thread should be remade that has all the important information that works in the original post? QUICK_EDIT
yes, this is were it belongs. other than a few stray posts it's all been research. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
They are in the .exe, and are valid tags. However I have come to believe that WW didnt finish the coding for them to work the way they were ment to. Thus why the tags are commented out on the few vehicles that have them. Someone screwed up somewhere, and looks like they just said to hell with it.
Deezire found a lot stuff in the EXE with a hex editor, as well. However, most of it was invalid like the references here. I'm pretty sure those don't work and if they do, it's incorrect or doesn't work as intended. QUICK_EDIT
Joined: 05 Sep 2007 Location: Somewhere in rulesmd.ini
Posted: Tue Apr 13, 2010 3:23 pm Post subject:
It DOES WORK in YR, however there are some minor bugs. I got it working right already the only problem is that sometimes the landing gets stuck in the shore unless you force it move into the water or next to the shore. The resultant code is very very similar, I will post mine when I get home
You could have added your theory as feedback to this post instead of having two tutorial which mechanism is basically the same. I can post a video if needed too. AMAZING work with the urban shores, seriously thank you _________________
It DOES WORK in YR, however there are some minor bugs. I got it working right already the only problem is that sometimes the landing gets stuck in the shore unless you force it move into the water or next to the shore. The resultant code is very very similar, I will post mine when I get home
You could have added your theory as feedback to this post instead of having two tutorial which mechanism is basically the same. I can post a video if needed too. AMAZING work with the urban shores, seriously thank you
No problemo. I wanted to add a new thread so I wouldn't be hogging someone else's, which just seemed selfish to me at the time. :p QUICK_EDIT
Posted: Sun Jul 18, 2010 1:00 am Post subject:
I have to BUMP this
Has anyone gotten this to work? If so could they post up the code for each piece changed. _________________ 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
nice, i'll have to dl this later _________________ 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
I have to bump this since there was a post that points to this topic.
MigEater says he got the landing craft to work using
Quote:
To get it working with just code all you need to do is add...
This to the landing craft:
Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C}
SpeedType=FloatBeach
& this to every land unit:
MovementZone=Amphibious
Modifying [Beach] or [Water] isn't needed as they have FloatBeach & Amphibious set to 100% already.
Symphonic posted up that he changed the terrain pieces to reflect ice does this work? _________________ 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
It can be done with just code but adding MovementZone=Amphibious to every unit fecks up the pathfinding, so it's best to edit the beach terrain instead. _________________
It can be done with just code but adding MovementZone=Amphibious to every unit fecks up the pathfinding, so it's best to edit the beach terrain instead.
I had uploaded all the beach terrain of YR, edited to use ice, in a zip file in this thread. Figured it might be useful to someone. QUICK_EDIT
Posted: Fri Oct 15, 2010 7:48 am Post subject:
beach
i saw your file and have downloaded it. Before I tried it I wanted to confirm the works. _________________ 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
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