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Cliff Passable by Hover Unit
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cxtian39
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Joined: 11 Feb 2016

PostPosted: Sat May 11, 2019 6:39 am    Post subject:  Cliff Passable by Hover Unit Reply with quote  Mark this post and the followings unread

Is it possible?

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Allen
Pyro Sniper


Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Sat May 11, 2019 8:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Should be able to. Find

; ******* Land Characteristics *******

in the rules and all terrain types are listed.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat May 11, 2019 9:02 am    Post subject: Reply with quote  Mark this post and the followings unread

that would only make the unit able to move on cells with Land=cliff, but it would not allow it to move across the height difference. Only fly locomotor can do this IIRC.

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OmegaBolt
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Joined: 21 Mar 2005
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PostPosted: Sat May 11, 2019 9:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Pretty sure that isn't true. If you have a broken cliff conscripts can simply walk through (and up / down the height the difference). Think its just the terrain type that's blocking movement.

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Allen
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PostPosted: Sat May 11, 2019 9:10 am    Post subject: Reply with quote  Mark this post and the followings unread

I think I tested this in TS with the Hover MLRS years ago and found it worked but pathfinding was janky

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Crimsonum
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Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat May 11, 2019 10:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Allen wrote:
I think I tested this in TS with the Hover MLRS years ago and found it worked but pathfinding was janky


This. Pathfinding generally seems to avoid crossing between different height levels unless slopes are present. It's still possible for units to jump between the levels, especially near corners.

You can test it simply by making a dummy map with clear tiles on various levels, no slopes.

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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat May 11, 2019 1:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Jumpjet unit with a low flight level?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat May 11, 2019 1:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
Jumpjet unit with a low flight level?

can it be made to be still considered a ground target, avoiding AA shooting it?

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Mig Eater
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Joined: 13 Nov 2003
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PostPosted: Sat May 11, 2019 7:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

I cant remember the exact height but if it's below a specific level it will be considered a ground unit & will be targeted accordingly. The same thing happens in reverse when ground units are paradropped, AA weapons can target them while they are in the air etc.

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cxtian39
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Joined: 11 Feb 2016

PostPosted: Sat May 11, 2019 8:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

I tested jumpjet before, 0 height is still not touching the ground but floating, and it tried to move up when encounters a building, and looks like it’s climbing the building

Btw how destructible cliff works does it change to another terrain?

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue May 14, 2019 12:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
Btw how destructible cliff works does it change to another terrain?


Yes, there's two facings, each gets replaced by two specific pieces from SlopeSetPieces. IIRC even if you have just a single cell from the destroyable cliff tile on the map, if you destroy it, a whole ramp will appear in its place.

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cxtian39
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Joined: 11 Feb 2016

PostPosted: Tue May 14, 2019 9:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is it possible to make a slope passable by hover unit but not passable by others then I can replace all cliffs with this new “slope”

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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue May 14, 2019 10:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

In the rules under [Rock] change Hover=100% then hover units will be able to move over cliffs. As mentioned above the units will jump up & down the cliffs in an odd manner though & the they may get stuck with pathfinding.

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G-E
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Joined: 09 Feb 2015

PostPosted: Wed May 15, 2019 2:34 am    Post subject: Reply with quote  Mark this post and the followings unread

The ideal mechanic of a jumpjet for the purposes of a helicopter would be to fly over anything that is less height than itself and around anything higher (or higher by a certain amount), so it would fly around tall buildings and search for slopes to fly up to cliffs.

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cxtian39
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Joined: 11 Feb 2016

PostPosted: Thu May 16, 2019 2:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
In the rules under [Rock] change Hover=100% then hover units will be able to move over cliffs. As mentioned above the units will jump up & down the cliffs in an odd manner though & the they may get stuck with pathfinding.
I want to make a cliff looking slope that only hover unit can pass. Since it's a slope pathfinding should be fine.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu May 16, 2019 11:09 am    Post subject: Reply with quote  Mark this post and the followings unread

[Ice] type terrain is unused in RA2 so it can be used for new custom terrain with special movement. When some types of units pass over ice it will spawn the water wake anime though.

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