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Weird issue with walls
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Iran
Pyro Sniper


Joined: 23 Mar 2011

PostPosted: Sat Jul 05, 2014 10:11 pm    Post subject:  Weird issue with walls Reply with quote  Mark this post and the followings unread

I have a test map with neutral rocket soldiers imprisoned by walls OWNED BY NEUTRAL. I have one Refinery on the map for team GDI.This is a multiplayer map and when I play versus one AI player and that player is GDI (and I'm nod) the walls will be owned by the AI player and the neutral rocket soldiers will destroy the walls.

To summarize:

-Rocket soldiers owned by neutral
-Walls owned by neutral
-Refinery owned by team GDI

Skirmish settings:
-I play as Nod
-AI player is GDI

Result:
-Walls are owned by the GDI AI player and the rocket soldiers attack the wall.

This happens with walls added under [Structure] and [OverlayPack], it also happens when the walls are CREATED before the Refinery if the walls are added under [Structure].

Can someone reproduce this for me? I'm using Dawn of the Tiberium Age BUT I'd like to see results for Tiberian Sun.

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Nordos
Cyborg Cannon


Joined: 10 Jan 2012
Location: Germany, Berlin

PostPosted: Sat Jul 05, 2014 11:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Um... wasn't there an ini tag regarding this?

; WallOwner = Will this house own walls that are placed near its buildings (def=yes)?

So, try to add
[GDI]
WallOwner=no

to the map and look if its still happening

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sat Jul 05, 2014 11:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

I actually didn't know about this ini key and although adding this key indeed does appear to do the trick for vanilla TS (and HP), it doesn't help when running the game via the spawner (even without the -SPAWN argument).

Also, considering that the Spawn# houses aren't actual coded houses in Rules.ini, you can't for example just add this:
Code:
[Spawn1]
WallOwner=no


So what probably needs to be done is to make WallOwner= default to no for (at least) the Spawn# houses.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Jul 06, 2014 10:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Isn't this related to the "DestroyWalls=yes" tag in the difficulty definition in rules.ini?
Quote:
[Easy]
Groundspeed=1.0
Airspeed=1.0
BuildTime=1.0
Armor=1.0
ROF=1.0
Cost=1.0
RepairDelay=.02
BuildDelay=.03
DestroyWalls=yes
ContentScan=yes

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Sun Jul 06, 2014 11:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Partially yes, but setting it to no is just a workaround; the real issue is that with the spawner and (AFAIK) only with the spawner the owner of the walls is wrong. Instead of being owned by Neutral (like they were placed on the map under Neutral's ownership), they're owned by a player.

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Sun Jul 06, 2014 1:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Don't the walls change ownership to the owner of the closest object?
That's what RA2 has and I think it's inherited from TS.

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Nordos
Cyborg Cannon


Joined: 10 Jan 2012
Location: Germany, Berlin

PostPosted: Sun Jul 06, 2014 1:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

RP wrote:
Don't the walls change ownership to the owner of the closest object?
That's what RA2 has and I think it's inherited from TS.

Nordos wrote:
; WallOwner = Will this house own walls that are placed near its buildings (def=yes)?

Bittah Commander wrote:
adding this key indeed does appear to do the trick for vanilla TS (and HP), it doesn't help when running the game via the spawner (even without the -SPAWN argument).

Since Iran uses the spawner, it seems to be broken for him, in the end the spawner may need to be changed for that

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So, yeah, I've created a new acc. 'cause no one could remember Ordosherrscher - and I didn't like that name anyway.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sun Jul 06, 2014 1:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just tried. Seems like it is not that the wall is changing owner, but infantry don't have space to
move, so they open up one section of the wall when the nearby building is destroyed and infantry
are released. If the wall enclosure is big enough for movement or there is a gate, then it does not
happen.

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Nordos
Cyborg Cannon


Joined: 10 Jan 2012
Location: Germany, Berlin

PostPosted: Sun Jul 06, 2014 2:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

This may happen, too, but I think its different for the given situation.
as far as I understood, they weren't moving to any place, rather they just started to attack the walls (which they will do by default. place some rocket infantry near your base, build walls to it, and look for yourself #Tongue)

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So, yeah, I've created a new acc. 'cause no one could remember Ordosherrscher - and I didn't like that name anyway.

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deathreaperz
Commander


Joined: 20 May 2013
Location: Indonesia

PostPosted: Sun Jul 06, 2014 3:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Seems fine to me

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Iran
Pyro Sniper


Joined: 23 Mar 2011

PostPosted: Sun Jul 06, 2014 8:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm not using the spawner for my testing, just HyperPatch. The issue is that the walls ownership changes to whatever house gets a building placed on a map under [Structures], even when the walls are listed under [Structures] and CREATED BEFORE the building.

In normal TS there's a small check to prevent the game from placing [Structure] buildings on the map for the player, but it will still place them for an AI opponent. That logic is what I'm using. When I hack out this check and the building is placed for me, the ownership of the walls change to me and I can sell them.

That's the issue.


This has nothing to do with the infantry being too close to the wall, if there are no buildings under [Structures] or the buildings are owned by neutral the walls are owned neutral and the rocket soldiers won't attack them.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jul 06, 2014 8:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm not really sure if i understand the problem.
Is it that the walls belong to the wrong owner? Placed as Neutral house, yet switching to GDI, because of GDI having the only normal building?

Do you tried it with more than one normal building on the map? One building belonging to Neutral and one to GDI?

In the years of TS mapping and modding I never heard someone complain that his placed walls changed to the wrong owner.

Considering that Walls are Overlays and that Overlays have no house information when placed on a map in mapeditor (they only seem to have one when build ingame and then stored in the internal savegame datastructure),
I think the system of taking the closest normal buildings house as the walls house is working well enough for all the possible mapping cases.

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Sun Jul 06, 2014 8:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
I'm not really sure if i understand the problem.
Is it that the walls belong to the wrong owner? Placed as Neutral house, yet switching to GDI, because of GDI having the only normal building?

As far as I can tell, no. Enable the map reveal trigger on DTA's City in Conflict, scroll top-right and you'll see the issue. If you're Spawn1, you might even own the walls and can sell them while the Neutral units are firing at them. Basically, if normal players have any buildings on the map, the game assigns the walls to the normal players instead of Neutral, despite there also being neutral buildings on the map (which are much closer to the walls than the actual players' buildings).

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jul 06, 2014 9:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh, in this case it sounds like something MultiplayPassive=yes would cause as an additional sideeffect. Like Neutral not being considered as a real house into which walls could switch.
Well, no clue what WW really coded there and why walls do that.

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5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sun Jul 06, 2014 9:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

In vanilla TS structures belonging to the Neutral house do also work as WallOwner structures (so if a wall is closer to a Neutral structure than it is to a GDI or Nod structure, the wall will belong to the Neutral house).
The spawner somehow broke this; the WallOwner=no key appears to be entirely ignored when it's added to [GDI] or [Nod] and structures belonging to the Neutral house are no longer able to change the wall's owner to (or keep it as) Neutral if it's closer to the wall than any GDI or Nod structure.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jul 06, 2014 9:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

ah, thanks for the clarification. Never noticed this special walls logic.

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SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Mon Jul 07, 2014 9:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Earlier I had doubts, but DTA city-in-conflict map confirms the problem.

Do we have a launcher/spawner for vanilla TS to test such things?

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Jul 07, 2014 11:16 am    Post subject: Reply with quote  Mark this post and the followings unread


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E1 Elite
General


Joined: 28 May 2013

PostPosted: Mon Jul 07, 2014 12:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the link.

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