Posted: Mon Apr 05, 2010 6:02 am Post subject:
[RA2/YR] Landing Craft (Beach logic)
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.
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.
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. QUICK_EDIT
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. _________________ 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 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. QUICK_EDIT
I tried it with RA2 1.06 using Temperate. No dice, it does not work! _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
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. _________________
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. QUICK_EDIT
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 QUICK_EDIT
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. _________________
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. _________________
Posted: Tue Apr 06, 2010 6:35 am Post subject:
beach
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 _________________ 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 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) _________________ SHP Artist of Twisted Insurrection: Nod buildings
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 _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
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 test2.png
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_________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
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. _________________
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... QUICK_EDIT
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... QUICK_EDIT
- 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. QUICK_EDIT
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.
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.
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 QUICK_EDIT
Posted: Tue Apr 06, 2010 6:16 pm Post subject:
beach
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. _________________ 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
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. _________________
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. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
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? QUICK_EDIT
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