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[RA2/YR] Landing Craft (Beach logic)
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Symphonic
Tiberian Fiend


Joined: 06 Jan 2009

PostPosted: Tue Apr 06, 2010 6:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

So just change all the beach parts of the tiles into "ice?" And then edit the ice information in rules.ini?

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Mig Eater
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Joined: 13 Nov 2003
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PostPosted: Tue Apr 06, 2010 6:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

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 #Tongue

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Nikademis Von Hisson
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PostPosted: Tue Apr 06, 2010 7:05 pm    Post subject: beach Reply with quote  Mark this post and the followings unread

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.

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Mig Eater
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PostPosted: Tue Apr 06, 2010 7:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

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

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Nikademis Von Hisson
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PostPosted: Tue Apr 06, 2010 7:27 pm    Post subject: beach Reply with quote  Mark this post and the followings unread

Ok, before I go and change anything on my 30 beach pieces. I should change the water part of the beach to ice?

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Mig Eater
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PostPosted: Tue Apr 06, 2010 7:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

There is no water on the beach tiles... they use terrain type 10 (beach) & 14 (rough). You need to change the beach into ice, which is terrain type 1.

PS: Made a typo earlier & said type 14 was clear but I double checked & it's rough.

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Symphonic
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Joined: 06 Jan 2009

PostPosted: Tue Apr 06, 2010 7:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is there a quicker way to do this than open each individually in Icyson's TMP Studio?

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Mig Eater
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PostPosted: Tue Apr 06, 2010 8:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sorry but no, you'll just have to sit there & edit every one XP

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Nikademis Von Hisson
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PostPosted: Tue Apr 06, 2010 8:34 pm    Post subject: tank Reply with quote  Mark this post and the followings unread

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

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Nikademis Von Hisson
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PostPosted: Tue Apr 06, 2010 9:44 pm    Post subject: beach Reply with quote  Mark this post and the followings unread

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
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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

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Dark Templar X
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Joined: 26 Feb 2009

PostPosted: Tue Apr 06, 2010 10:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Mig Eater wrote:
WaterBeach isn't a phrased MovementZone

I just checked gamemd.exe and game.exe and in both are a WaterBeach MovementZone listed as well as a FloatBeach SpeedType.

In addition do the vanilla RA2/YR SAPC, YHVR and LCRF have these in commented out keys.

So can someone explain me why these shouldn't work? (btw, i haven't patched my YR, so i'm not sure if a patch might have removed these keys)

Problem with this however. A hex editor is not always valid and as such, cannot be trusted. Most of this is probably invalid anyway.

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Cranium
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PostPosted: Tue Apr 06, 2010 11:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

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
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 Viewed:  7761 Time(s)

tags.png



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DaFool
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Joined: 07 Nov 2006

PostPosted: Wed Apr 07, 2010 1:06 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Nikademis Von Hisson
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PostPosted: Wed Apr 07, 2010 1:09 am    Post subject: civ3 Reply with quote  Mark this post and the followings unread

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??

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Cranium
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PostPosted: Wed Apr 07, 2010 1:27 am    Post subject: Reply with quote  Mark this post and the followings unread

I use Ida Pro and PE Dissasembler. and No I havent learned how to alter the exe, and probably never will. #Tongue

@Mig, I dont know if it's on my end, but I cant seem to get your link to the video to work.

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Nikademis Von Hisson
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PostPosted: Wed Apr 07, 2010 1:37 am    Post subject: exe Reply with quote  Mark this post and the followings unread

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.

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Mig Eater
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PostPosted: Wed Apr 07, 2010 1:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Works fine for me, check to see if you have the latest flash plugin &/or try a different browser etc.

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001010011100101110
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PostPosted: Wed Apr 07, 2010 2:39 am    Post subject: Reply with quote  Mark this post and the followings unread

@Cranium: Try downloading it, that works better.

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m7
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Joined: 17 Apr 2009

PostPosted: Wed Apr 07, 2010 3:36 am    Post subject: Reply with quote  Mark this post and the followings unread

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?

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Symphonic
Tiberian Fiend


Joined: 06 Jan 2009

PostPosted: Wed Apr 07, 2010 3:41 am    Post subject: Reply with quote  Mark this post and the followings unread

Good idea. :0

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Mig Eater
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PostPosted: Wed Apr 07, 2010 3:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Wouldn't this thread be better in the research forum..?

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Cranium
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PostPosted: Wed Apr 07, 2010 3:52 am    Post subject: Reply with quote  Mark this post and the followings unread

yes, this is were it belongs. other than a few stray posts it's all been research.

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Dark Templar X
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PostPosted: Wed Apr 07, 2010 4:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:
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.

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001010011100101110
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Joined: 18 Aug 2009

PostPosted: Thu Apr 08, 2010 2:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Well I'm pretty sure that at least MovementZone=WaterBeach does more than MovementZone=IOnlyGoOnWaterAndSometimesBeachesToPickUpPeople

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AprilWar
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Joined: 05 Sep 2007
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PostPosted: Tue Apr 13, 2010 3:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

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 Smile

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Symphonic
Tiberian Fiend


Joined: 06 Jan 2009

PostPosted: Tue Apr 13, 2010 4:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

AprilWar wrote:
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 Smile


No problemo. Smile 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

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Nikademis Von Hisson
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PostPosted: Sun Jul 18, 2010 1:00 am    Post subject: I have to BUMP this Reply with quote  Mark this post and the followings unread

Has anyone gotten this to work? If so could they post up the code for each piece changed.

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Symphonic
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Joined: 06 Jan 2009

PostPosted: Sat Aug 14, 2010 12:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Got it to work using Mig Eater's method.

If anyone wants the adjusted beach tiles (changed 'beach' to 'ice') here they are. All 218. This took forever.



beach.zip
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Nikademis Von Hisson
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PostPosted: Thu Aug 19, 2010 7:08 am    Post subject: LC Reply with quote  Mark this post and the followings unread

nice, i'll have to dl this later

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Nikademis Von Hisson
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PostPosted: Fri Oct 01, 2010 3:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

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?

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Mig Eater
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PostPosted: Fri Oct 01, 2010 5:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Symphonic
Tiberian Fiend


Joined: 06 Jan 2009

PostPosted: Fri Oct 15, 2010 6:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
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.

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Nikademis Von Hisson
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PostPosted: Fri Oct 15, 2010 7:48 am    Post subject: beach Reply with quote  Mark this post and the followings unread

i saw your file and have downloaded it. Before I tried it I wanted to confirm the works.

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