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Tunnels
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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Fri Aug 31, 2012 9:16 am    Post subject:  Tunnels Reply with quote  Mark this post and the followings unread

Does anyone know how one can enable tunnels to be drawn in FinalAlert 2: Yuri's Revenge?
Is this a simple tag modification in the INI's, or does it require theater art INI's to be altered?

IIRC there is a tag in the Debug section of FinalAlert.ini that enables tunnels, but they do not show up in FinalAlert, as in they can be drawn by the player just like bridges.

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Mental Omega 3.0 Mission creator - Creator of FinalOmega: APYR 3.0 Map Editor

/ppm/'s stupidity

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Aug 31, 2012 9:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Older versions of FinalSun (FinalAlert too?) display red squares at the tunnel ends. I don't know why Matze removed this feature.

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Fri Aug 31, 2012 9:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Just setting AllowTunnels to 'yes' in FAData.ini should enable Tunnel drawing in the editor. This is for FA2 version 1.02 anyways, not sure about older versions. You get a section called 'Tunnels' in the left sidebar that has options for drawing tunnels. If you don't see the red lines and squares that signify tunnels in the editor (just as Crimsonum said, except that they're still there in FA2 1.02), try switching off desktop composition/visual themes for FA2 (assuming you are running Win7/Vista) and see if that makes a difference.

Of course you also need proper terrain tiles for the logic to work, as unmodified RA2 ones have some issues. But I assume you have that thing already taken care of. Either way, in my past experiments with tunnels, infantry often (and I mean OFTEN) got stuck in tunnels, no matter what I did. So I abandoned any plans of using such logic in my mod. I don't know if I did something wrong or is it just that the logic does not work all too perfectly in RA2.

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Fri Aug 31, 2012 2:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

This really is most interesting, when I remove the truncation in front of them, they don't work.
But when I place both (tracks and tunnels) at the top, they work.

Those red 'wires' are visible as well.
Thanks!

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Mental Omega 3.0 Mission creator - Creator of FinalOmega: APYR 3.0 Map Editor

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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Fri Sep 07, 2012 2:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

FA2 is bugged in is drawing of tunnels, depending on which way you draw them, one direction is written a cell shorter than the other so one way though doesn't work right while the other does. Look at the ini in a text editor at the [Tubes] section to see.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Sep 07, 2012 4:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Blade wrote:
FA2 is bugged in is drawing of tunnels, depending on which way you draw them, one direction is written a cell shorter than the other so one way though doesn't work right while the other does. Look at the ini in a text editor at the [Tubes] section to see.


Same for FinalSun. So Matze never fixed the problem.

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