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


Joined: 06 Jan 2009

PostPosted: Mon Apr 05, 2010 6:02 am    Post subject:  [RA2/YR] Landing Craft (Beach logic) Reply with quote  Mark this post and the followings unread

Beach logic works perfectly in RA2 and YR without any changes. However, in YR some of the beach terrain doesn't contain the necessary information anymore.

To make a water-based unit a beachable transport (meaning it can unload troops onto land but not move onto land), simply add these tags to your unit, removing any tags thus replaced.

Code:
;;;;Beach Logic
MovementRestrictedTo=WaterBeach
CanBeach=yes
Naval=yes
Weight=1


Also, the following tags are what I have set on my [SAPC]:
Code:
Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C}
SpeedType=FloatBeach
MovementZone=WaterBeach


Which just make things a little nicer.

Next, add the following tag to EVERY LAND UNIT:
Code:
MovementZone=Amphibious


To finish things off, the terrain code has to be changed to allow for movement on a certain type of tile. Attached are those edits.

Code:
; open water
[Water]
Foot=0%
Track=0%
Wheel=0%
Hover=100%
Float=100%
FloatBeach=100%
Amphibious=100%
Buildable=no

; sandy beach
[Beach]
Foot=100%
Track=80%
Wheel=50%
Float=0%
FloatBeach=100%
Hover=100%
Amphibious=100%
Buildable=no


Attached are some edited urban shoreline tiles, for the concrete beaches. Having those beachable just makes things a little nicer, imo.
Once I fix up the YR terrain, I'll attach that as well.



Urban Shore.zip
 Description:
These are NECESSARY for the campaigns to still work - the AI will be able to figure out how to land units, but it needs to be able to do this. Install these if you intend to use the campaign, or simply want beaching on urban shore.

Download
 Filename:  Urban Shore.zip
 Filesize:  20.83 KB
 Downloaded:  500 Time(s)


Last edited by Symphonic on Tue Apr 06, 2010 6:09 pm; edited 2 times in total

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Mig Eater
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PostPosted: Mon Apr 05, 2010 3:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tried the code, doesn't work...

WaterBeach isn't a phrased MovementZone & what has Weight=1 got to do with anything..?

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Symphonic
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Joined: 06 Jan 2009

PostPosted: Mon Apr 05, 2010 6:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Are you using RA2 or YR?

In RA2 it will work just fine. In YR it will not - I need to fix the terrain for that.

And I have no idea why I put weight=1, It was in my old code so I posted it.

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Symphonic
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Joined: 06 Jan 2009

PostPosted: Mon Apr 05, 2010 6:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh right, terrain code has to be changed, too. Lemme post that.

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Dark Templar X
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PostPosted: Mon Apr 05, 2010 7:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

The movement zone isn't valid...

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Mig Eater
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PostPosted: Mon Apr 05, 2010 7:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just noticed, MovementRestrictedTo=WaterBeach isn't valid either.

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Dark Templar X
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PostPosted: Mon Apr 05, 2010 7:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's linked to movement zones... but you're right anyway.

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Symphonic
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PostPosted: Mon Apr 05, 2010 8:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

The code, however, works. It is the code I have been using since I first implemented that feature in PreRA2.

So invalid or not, what I have there does indeed work. :0

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OmegaBolt
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PostPosted: Mon Apr 05, 2010 9:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

I remember it working... although then there was a silly bug where land units could go on shore pieces and, if the shore tile was big enough, whole water tiles.

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Dark Templar X
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PostPosted: Mon Apr 05, 2010 10:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Symphonic wrote:
So invalid or not, what I have there does indeed work. :0

This is the same thing Crevio tried to pull. The only problem is sporadic errors and the logic not working at all.

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Symphonic
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PostPosted: Tue Apr 06, 2010 12:17 am    Post subject: Reply with quote  Mark this post and the followings unread

I have never encountered a single error. I based my work on somebody elses, though I forget who.

It works flawlessly on my end. Then again, I've only done it in raw RA2, not YR.

In YR the terrain doesn't have the right information in it anymore, which might be the source of the problems.

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Mig Eater
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PostPosted: Tue Apr 06, 2010 1:39 am    Post subject: Reply with quote  Mark this post and the followings unread

All of the beach tiles in both RA2 & YR use use the same terrain types (10 & 14 / beach & clear), there is absolutely no difference in them at all.

The tiles you posted are urban paved edges & not "beach" tiles so it's logical they're not set up with the "right information".

If you want us to believe you, show some pics or video of it in action.

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Nikademis Von Hisson
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PostPosted: Tue Apr 06, 2010 2:42 am    Post subject: beach Reply with quote  Mark this post and the followings unread

This topic sounds like this one here:

http://www.ppmsite.com/forum/viewtopic.php?t=16341

This is a code that partially works

; sandy beach
[Beach]
Foot=100%
Track=100%
Wheel=100%
Float=100%
FloatBeach=100%
Hover=100%
Amphibious=100%
Buildable=yes

I know about the buildable line. It causes some infantry to get stuck along the shore, but i was able to load a transport with 5 of the 10 I was trying to load.

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Last edited by Nikademis Von Hisson on Tue Apr 06, 2010 4:11 am; edited 1 time in total

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Symphonic
Tiberian Fiend


Joined: 06 Jan 2009

PostPosted: Tue Apr 06, 2010 3:32 am    Post subject: Reply with quote  Mark this post and the followings unread

OmegaBolt wrote:
I remember it working... although then there was a silly bug where land units could go on shore pieces and, if the shore tile was big enough, whole water tiles.


That's not a bug, it's intentional - with beach logic, land units have to be able to move on the watery beach/shore. Depending on the tmp file, some of the terrain bits have parts of the water set to [beach] too, which provides that second 'bug.'

I'd have to go through all the hundreds of shore tiles and figure out which ones are improperly labeled beach when they're really water.

So until then, who cares. :p

Mig Eater wrote:
All of the beach tiles in both RA2 & YR use use the same terrain types (10 & 14 / beach & clear), there is absolutely no difference in them at all.

The tiles you posted are urban paved edges & not "beach" tiles so it's logical they're not set up with the "right information".

If you want us to believe you, show some pics or video of it in action.


Right, I just looked at the YR tiles and realized that.

Mig, just stick the code I provided in a fresh YR install (with patch 1.001). You'll see that it works perfectly - I have it working in a fresh install of YR right now... You don't need proof from me when you have all the right code to play it yourself.

Also, the urban paved edges are used in the RA2 campaign for a few hovercrafts to come out of the water - not making those tiles beaches would break the campaign with this logic enabled.

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Cranium
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PostPosted: Tue Apr 06, 2010 4:14 am    Post subject: Reply with quote  Mark this post and the followings unread

I tried it with RA2 1.06 using Temperate. No dice, it does not work!

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Symphonic
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Joined: 06 Jan 2009

PostPosted: Tue Apr 06, 2010 4:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Are you sure you changed all the tags properly? :/

I'll make a video.

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Mig Eater
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PostPosted: Tue Apr 06, 2010 4:49 am    Post subject: Reply with quote  Mark this post and the followings unread

I tried all of your code & just as I expected it didn't work.

BTW maybe I should point out that I have had it working myself in the past with just code but units could only get on & off the beach tiles in special circumstances because of bad path finding, they often ended up getting stuck so it wasn't practical. Instead I've modified all the beach tiles into the ice type, then made it so both land & naval can move onto it, works fine without any problems.

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Symphonic
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PostPosted: Tue Apr 06, 2010 4:57 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm going to upload a video and prove that my code does indeed work. I'll have it up tomorrow. There is no reason this code shouldn't work for you guys. It works perfectly for me.

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Cranium
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PostPosted: Tue Apr 06, 2010 5:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Well I did get it to work "sort of" I had to use my own beach/shore tiles in order for it to work. However this has thrown me an IE 3 seperate times already. So I have to say this is IMO Crap! And that sucks cause I so wanted this in my mod.

This could be very useful as a reinforcement dropoff with a trigger. Seems to work ok for the most part with drop off, but getting the ie's when loading. It's pretty much the same IE I used to get when trying to load multiple hover tanks onto a carryall plane, It's the only way I found to parachute multiple tanks, but dont use it anymore because of IE's

Last edited by Cranium on Tue Apr 06, 2010 5:22 am; edited 1 time in total

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Mig Eater
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PostPosted: Tue Apr 06, 2010 5:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Seeing as half your code is made up/unused I don't see how it could work.

BTW to get it half working like I mention above use this code on the transport.

Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C}
SpeedType=FloatBeach
MovementZone=Amphibious

& change this too.

[Beach]
Foot=50%
Track=60%
Wheel=50%
Float=0%
FloatBeach=100%
Hover=75%
Amphibious=60%
Buildable=no

This makes an amphibious transport that can only move on water & beach. Now thinking about it AprilWar's idea of modifying every unit to also be amphibious but unable to move on water would probably fix the bad path finding onto the beach tiles. It might also cause path finding issues elsewhere tho, like tanks trying to move over oceans because they think they're amphibious etc.

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Symphonic
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Joined: 06 Jan 2009

PostPosted: Tue Apr 06, 2010 5:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Regardless of why it works, it does work.

What's a good screen capture program? Fraps doesn't seem to work with ra2.

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Mig Eater
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PostPosted: Tue Apr 06, 2010 5:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Camtasia works best... you know even if you do show a video of it working it's not going to be much use if no one else can get it to work >.>

Tested out amphibious units that can't move on water & it worked fine with the transport/beach tile, but path fining was messy whenever there was a water obstacle. It wont automatic find the shortest route around it, instead you have a manually move it around yourself so not really practical either.

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Nikademis Von Hisson
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PostPosted: Tue Apr 06, 2010 6:35 am    Post subject: beach Reply with quote  Mark this post and the followings unread

I just made all them 100 to see if i can get it too work and it partially did. I got 5 of 10 to board the transport

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Lin Kuei Ominae
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PostPosted: Tue Apr 06, 2010 10:47 am    Post subject: Reply with quote  Mark this post and the followings unread

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)

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Cranium
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PostPosted: Tue Apr 06, 2010 1:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

that might be why WW commented them out, because there is still underlying problems with this. I'm still in the process of testing this. I found it to work pretty good if you have sand tile placed behind the shore pieces, so if you have grass, sand, shore, then it works good, but with just grass, shore, it has problems. But still dosent work with stock RA2 shore only with my custom shore. I'm gonna go do more testing and see if I can get to the bottom of this. I so want this to work normally Razz

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Anderwin
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PostPosted: Tue Apr 06, 2010 2:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Still waiting for the movie:§?

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Cranium
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PostPosted: Tue Apr 06, 2010 2:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've come to the conclusion that this is very unstable. Though infantry will indeed load onto the trs there is major issues with this on my end. Like explained previously only custom shore/sand will let this work in RA2. Other major problems with this I've encountered are

Pic1= After initial drop off of infantry, if the trs failks to unload them onto the grass area the infantry get stuck on the beach. In trying to get infantry off of the beach, I got the IE

Pic2= I accidently clicked on the water when moving infantry to load on the trs and recieved yet another IE.

I think I covered every angle on this. I'm not quite sure how you have it to work correctly for you, but it failed miserably for me.



beach test.png
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beach test.png



beach test2.png
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beach test2.png



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Mig Eater
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PostPosted: Tue Apr 06, 2010 3:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Strange, I've never had IE when working on this :/

Thanks for clarifying that LKO, WaterBeach has never made any difference ingame & behaves in the same way Water does so it was generally believed to be invalid. It's the same with CanBeach, it's in the game but has no know effect.

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001010011100101110
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PostPosted: Tue Apr 06, 2010 3:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

How does clicking the water when the infantries are sellected give an IE??? IDK, it just confuses me.

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Symphonic
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Joined: 06 Jan 2009

PostPosted: Tue Apr 06, 2010 3:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
Strange, I've never had IE when working on this :/

Thanks for clarifying that LKO, WaterBeach has never made any difference ingame & behaves in the same way Water does so it was generally believed to be invalid. It's the same with CanBeach, it's in the game but has no know effect.


Well with the code I have I tested it with other movementzones and that was the only one that actually worked, so...

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001010011100101110
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PostPosted: Tue Apr 06, 2010 3:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

EA/Westwood leftovers... WARNING: PRODUCT IS 10 YEARS OLD AND MAY INDUCE DIARHEA.

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Symphonic
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PostPosted: Tue Apr 06, 2010 4:28 pm    Post subject: Reply with quote  Mark this post and the followings unread





There's the video. Sorry for bad quality, youtube sucks at resizing.

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Mig Eater
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PostPosted: Tue Apr 06, 2010 4:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
You know even if you do show a video of it working it's not going to be much use if no one else can get it to work >.>


Anyone else want to try & get it working? Me & Cranium cant so we need more ppl to test it & post their results.

TBH I'd love for it to work, It would save me a lot of hassle in the long run.

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001010011100101110
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PostPosted: Tue Apr 06, 2010 4:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well I've replaced ALL the codes EVERYWHERE... and... there was no IE, but nobody wanted in the transport! What other codes did you input? Could it be ZFudge problems.... I don't think so...

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001010011100101110
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PostPosted: Tue Apr 06, 2010 5:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've made it work! (sort of)

Several problems:

- Units occasionally gets stuck in beaches and it's a pain to struggle them out.
- If units are on plain land they may not want to move when you command them to go in transport
- Only cheating terrains like delta with 3 sides of land surrounding one block of water will most likely work, because you need to make the unit stuck on beach first...
- After transport deployment on the beach, some units are stuck on beach, and are in need of another deltaish terrain to get them out.

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Mig Eater
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PostPosted: Tue Apr 06, 2010 5:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just as I mentioned earlier:

Mig Eater wrote:

Units could only get on & off the beach tiles in special circumstances because of bad path finding, they often ended up getting stuck so it wasn't practical.

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Symphonic
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PostPosted: Tue Apr 06, 2010 5:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Does anyone want a copy of my rules.ini to see if I forgot to mention anything? (Note: I know a lot of stuff is screwed up in my rules, I need to recode the mod at some point.)

001010011100101110 wrote:
I've made it work! (sort of)

Several problems:

- Units occasionally gets stuck in beaches and it's a pain to struggle them out.
- If units are on plain land they may not want to move when you command them to go in transport
- Only cheating terrains like delta with 3 sides of land surrounding one block of water will most likely work, because you need to make the unit stuck on beach first...
- After transport deployment on the beach, some units are stuck on beach, and are in need of another deltaish terrain to get them out.


Mine does not have those problems, as shown in video posted above.



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001010011100101110
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PostPosted: Tue Apr 06, 2010 5:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Code:

TooBigToFitUnderBridge=false
Speed=5
ROT=4


These are all different from my version, but I doubt that any of those are affecting it...

The big problem could be: I'm using YR.

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Symphonic
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PostPosted: Tue Apr 06, 2010 5:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mmm. I've gotten it working in YR, too. PreRA2 was also originally a YR mod, and had pretty much all the same features then as it does now.

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Mig Eater
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PostPosted: Tue Apr 06, 2010 5:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

It does work fine using your rules file, why is still a mystery tho. I'll go threw the whole thing & see what I can find.

Edit: FFS you forgot to mention that you added MovementZone=Amphibious to every land unit, that's why it works! >.>

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Symphonic
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PostPosted: Tue Apr 06, 2010 6:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ohhhhhhh! Hahahahahahha!

My bad! XD

I'll update the tutorial then. :p

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001010011100101110
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PostPosted: Tue Apr 06, 2010 6:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

lol why would you need a transport when all your units are amphibious 0_o

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Cranium
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PostPosted: Tue Apr 06, 2010 6:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
FFS you forgot to mention that you added MovementZone=Amphibious to every land unit, that's why it works! >.>


I thought about adding that to my land units, but didnt find it prctical. So I didnt do it. Wont having all land units amphibious cretae other problems?

@00000111100000, thats probably where
[Water]
Foot=0% comes into play.

or movementRestrictedTo=Land,Beach, or whatever

Last edited by Cranium on Tue Apr 06, 2010 6:16 pm; edited 1 time in total

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001010011100101110
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PostPosted: Tue Apr 06, 2010 6:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Making everything amphibious was the goal of one of my private mods Wink

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Nikademis Von Hisson
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PostPosted: Tue Apr 06, 2010 6:16 pm    Post subject: beach Reply with quote  Mark this post and the followings unread

I think it was Blade who might have told me that having : MovementZone=Amphibious on infantry could cause them to get stuck on the map.

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001010011100101110
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PostPosted: Tue Apr 06, 2010 6:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

I got past that by having:

Code:
EnterWaterSound=TanyaEntersWater
LeaveWaterSound=TanyaLeavesWater
SpeedType=Amphibious
MovementZone=AmphibiousDestroyer


Then infantry are not stuck anymore!

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Apr 06, 2010 6:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Units are suffering from path finding problems on maps with large water obstacles, if you can live with that then fine, get on my nerves after awhile tho.

Also if you remove MovementZone=WaterBeach, MovementRestrictedTo=WaterBeach & CanBeach=yes it still works fine, showing that they not need/invalid.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Tue Apr 06, 2010 6:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

maybe I'll make some special infantry only that will be able to use this method. So instead of giving my units all amphibious, only these special infantry will have it. Cool I'm glad we have this sorted out.

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The enemy shall be injected with toxic poison - Venom

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Symphonic
Tiberian Fiend


Joined: 06 Jan 2009

PostPosted: Tue Apr 06, 2010 6:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
Units are suffering from path finding problems on maps with large water obstacles, if you can live with that then fine, get on my nerves after awhile tho.

Also if you remove MovementZone=WaterBeach, MovementRestrictedTo=WaterBeach & CanBeach=yes it still works fine, showing that they not need/invalid.



What was the more complicated method you had used to solve the beaching problem, for D-Day?

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Tue Apr 06, 2010 6:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

MigEater wrote:
I've modified all the beach tiles into the ice type, then made it so both land & naval can move onto it, works fine without any problems.

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