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How to build the terrain tile such as grass, water, road etc
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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Thu Nov 12, 2020 3:57 pm    Post subject:  How to build the terrain tile such as grass, water, road etc Reply with quote  Mark this post and the followings unread

I know that this code do the trick.
ToTile=water01
ToTile=green01
ToTile=water01
ToTile=proad01
etc but these aren't possible to build on top of any tile. PlaceAnywhere=yes
doesn't work. Can be build in some specific location but can build buildings on top. If I could build them anywhere I want it would be perfect.

I saw in modenc
https://www.modenc.renegadeprojects.com/LandTypes

I tried the overlay too but healthbar is show up and can't build anything on top.
Must be something wrong.
Code:
[PAVEGRASS]
UIName=NOSTR:Grass Pavement
Image=ROAD
Name=Grass Pavement
BuildCat=Combat
Strength=300
Land=road << doesn't seems to do anything.
PlaceAnywhere=yes
DrawFlat=true
Armor=concrete
TechLevel=1
Adjacent=255
Sight=1
Selectable=no
Insignificant=yes
Nominal=yes
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
;ForbiddenHouses=French ;GEF French get the normal wall now, just like everyone else
Cost=100 ; part of TSHACK, feel free to change, I'm just taking out of code gs
Points=5
AIBuildThis=no
Repairable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
ThreatPosed=0   ; This value MUST be 0 for all building addons
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
GuardRange=255


Anyone have any specialties or skills on this one please.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Fri Nov 13, 2020 2:18 am    Post subject: Reply with quote  Mark this post and the followings unread

You should be able to use ToTile and set it to say Water01 or Proad03 etc.. It will take the characteristics of the tile. If it is water, you can't build land buildings on it. If it is paved road you should be able to build on top of it.

If the tile is LAT type, then game will choose appropriate tile for connecting neighbors. Otherwise, it will use the tile as it is. If Foundation is smaller and the tile is bigger, it will be rendered as it is. If the Foundation is larger, then tile will be replicated.

Large Adjacent should allow you to place it at any distance on the map. But tile placement should have builtin restrictions like on flat ground and not on deformations etc.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Nov 13, 2020 1:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

IIRC the theater ini tells which tileset can override which other tileset when placed via ToTile.
I think it was only Morphable=yes terrain that can be replaced with ToTile.
So once you have pavement or water placed (which can't be deformed), you can't undo it again by placing clear or grass on it.

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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Fri Nov 13, 2020 4:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
IIRC the theater ini tells which tileset can override which other tileset when placed via ToTile.
I think it was only Morphable=yes terrain that can be replaced with ToTile.
So once you have pavement or water placed (which can't be deformed), you can't undo it again by placing clear or grass on it.


AH I see... I saw that some tile cannot be placed directly on to other tile but can overlap and remove the intersect or overlap tile for example I am placing a water tile that 2x2 on to the clear tile surrounding by rocks, so I can place on 1 clear tile only and the rest 3 tiles that overlap the rock will remove those rocks out. If I could find the way to make clear tile big enough it could potentialy remove everything in the map etc...

It sounds unless I know but I saw Chinese guy using a terrain removal gun which turn the map into watery tiles.

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