Posted: Sun Apr 29, 2012 5:29 am Post subject:
Tunnel problems
I have a problem with a tunnel. The tunnel allows units to travel from one end to the other, and the southern exit works just fine. However when units exit the northern exit, this happens
The unit appears through the tunnel roof. If multiple units went through at the same time, they appear over each other until you move them away. Still, the units can exit the tunnel. But when infantry try to exit from the northern side, this happens
They all walk into that one spot, get stuck and can never be moved again. I have tried everything I can think of, I've replaced that tunnel exit like 5 times to different locations, used the Final Sun tunnel tool to create the exit to multiple different parts, but I just can't get it to work. The ground near the exit is all of the same height, so I don't understand why the units are being blocked. The ground height is also same on both southern and northern exits.
Can anyone tell what the problem is here? I've wasted like 2 hours on this damn tunnel already. I'll include the map file here if anyone wants to take a look. Or better yet, fix the damn thing!
some of your tunnels have one parameter too few.
Tubes 6-11 have 36 zeros but 37 times the parameter 4.
Thus the tunnel is on one end one cell too short, which makes the unit leave the tunnel before the tunnel ends.
It's a common problem of FinalSun that it adds tunnels a little wrong, where one of the tubes is one length-parameter too short. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Thanks, managed to correct it now. So it was FinalSun's fault all along not mine Though I still somehow managed to get infantry stuck in it one time, not sure how or why cause it only happened once. But the visual glitch is still there. Here's a tunnel from Tunnel Training:
The units appear correctly under the tunnel roof. Here is how it looks in this map:
They appear through the roof for a moment (about 5 secs). After that the game kind of corrects itself and they appear hidden under it. Is this just some problem with tunnels in general, or is there something wrong with these particular tunnels? The tunnel in pic 1 is on floor height 0, the other one in height 4. _________________ QUICK_EDIT
Hrmm I've never seen graphical issues with the tunnels that bad. I've occasionally seen a troop or two half stick out.
I'm assuming you've already re-did the tunnel terrain pieces before too? If not try doing that.
My first thought was maybe there was LAT placement behind those tunnels thus the new LAT over-rides the way the tunnel is suppose to hide things but that doesn't appear to be the case as it's all the Clear starting LAT. I suspected that because back in my LAT everything to high heaven mapping days I used to place LAT directly behind cliffs to make the minimap appear more detailed... that however caused the AI to be able to travel directly behind the cliffs and build there too which made it look like they were building into the cliff as buildings became visible through those cliff pieces.
Do you get this problem when you work on any other maps? Perhaps starting a new map the same size then copy/pasting the whole map to it might fix the issue as that has oddly worked before on a couple bugs i've had.
Regardless it would be nice to see RVmech's Psalm 23 map fixed up. While he was a pretty good mapper back then...he still made a lot of cliff errors and untoned lighting. Not to mention did weird things like took cliff pieces and lowered them to ground level so that they would be impassible 'rough ground' like areas. LOL _________________ Kalistia Crestland (2)
In Soviet Russia, grass grows on tiberium! QUICK_EDIT
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