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Tunnel Struggle *Solved*
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue Aug 28, 2012 4:14 pm    Post subject:  Tunnel Struggle *Solved*
Subject description: Don't put Tunnel Ends on different heights!
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So yeah, I'm having problems with a certain tunnel. Vehicles pass through it without a problem, but infantry get stuck at both entrances. It's a curving tunnel that starts from North-East, runs down South for a while then turns South-East towards the exit. It also partially exits the map boundaries, but this is not the issue. The coordinates are correct, and I can't see anything wrong with the other parameters either. I'm stuck.



Code:
[Tubes]
0=91,159,6,53,112,6,6,6,6,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,0,0,0,0,0,0,0,0,0,0,0,0,0,-1
1=53,112,4,91,159,4,4,4,4,4,4,4,4,4,4,4,4,4,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,2,2,2,2,-1
2=91,160,6,52,112,6,6,6,6,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,0,0,0,0,0,0,0,0,0,0,0,0,0,-1
3=52,112,4,91,160,4,4,4,4,4,4,4,4,4,4,4,4,4,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,2,2,2,2,-1
4=91,161,6,51,112,6,6,6,6,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,0,0,0,0,0,0,0,0,0,0,0,0,0,-1
5=51,112,4,91,161,4,4,4,4,4,4,4,4,4,4,4,4,4,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,2,2,2,2,-1


P.S. Are the -1s really necessary to make a tunnel work? If so, FinalSun always generates a total of 100(+5) parameters per Tube, does this mean the max. length of a tunnel is 100 cells?



tunnel_graph.PNG
 Description:
From dark to light green: Tubes 1 and 2, tubes 3 and 4, tubes 5 and 6
 Filesize:  6.6 KB
 Viewed:  2789 Time(s)

tunnel_graph.PNG



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Last edited by Crimsonum on Wed Aug 29, 2012 5:02 pm; edited 2 times in total

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Aug 28, 2012 4:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

One last -1 is enough. This tells the game the end of the tunnel and then it ignores every other -1. (only FinalSun adds so many of them unfortunately)

I've allowed myself to remove the redundant -1 from your post, so it's also better readable.

Without seeing the map and really counting the cells between the tunnel entrance/exit, it's had to tell if the tubes are correct.
IIRC infantry get stuck if the tunnel is one cell too short, thus they leave inside the cliff.
When you create a tunnel with FinalSun, it creates in the map 2 tubes entries of which one is 1 cell too short Exclamation

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue Aug 28, 2012 5:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
When you create a tunnel with FinalSun, it creates in the map 2 tubes entries of which one is 1 cell too short


I'm aware of this, I've double-checked the lengths and everything should be fine. The coordinates for the corners are as follows. You should be able to count that the lengths are correct.

Top corner (from light green to dark): 51/125, 52/125, 53/125
Bottom corner: 87/161, 87/160, 87/159

I don't want to upload the map as not to spoil anything. LKO, check your PM. I've sent you a copy.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Aug 28, 2012 6:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

hmm, i might be wrong but i think the problem is the height difference between entrance and exit.
One tunnel exit is on height 8, the other on 4.
I think i read they have to be on the same height level (SuperJoe was experimenting with this iirc)

Another problem could be, that the southwest tube (the one on 161/91 right next to the visible map border) leads the tunnel to a cell too close to the red map border. It's going exactly along outer most cell of the map. Like with trains, this could cause unexpectable problems.

Counting the cells, the tubes seem to be correct. So i fear it's the height difference causing the issues.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Aug 29, 2012 2:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Assuming that RA2 uses same tunnel logic as TS, then different height tunnels are doable and work. I have a couple maps I made back in the day with curved tunnels that use different hieght entances.

I made a complete tunnel tut a couple yrs ago when I was tunnel crazy, but lost all of it in my computer room fire. there was a specific way to do it and cant remember. Maybe tomorrow i'll dig out those maps and see what it is I did. I think it may have to do with the third set of numbers in the code, but not sure. But it also can be the tunnel is too close to the edge of map, I think i encountered troubles with that also.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Wed Aug 29, 2012 5:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Changing the map proportions does not fix the problem. So it must be the height. Damn. I'll edit the map later and report if the problem persists.

I was suspecting this as, IIRC, I had the same problem with tunnel height in an old map of mine. The infantry get stuck on both ends, but at the top end (which is on higher ground), they also start sinking slowly, apparently until they reach the level the other end is on. You can see it if you keep them selected.

EDIT: Problem solved. It was indeed the height difference between the two ends that caused this. Thanks for yet another limitation, Westwood Confused

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Thu Aug 30, 2012 4:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Editing topic titles to say solved should become commom forum practice.

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