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[FinalSun] Tiberian Sun can't have SUPER high bridges?
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Lozer_42
Civilian


Joined: 07 Oct 2016

PostPosted: Fri Oct 07, 2016 9:51 pm    Post subject:  [FinalSun] Tiberian Sun can't have SUPER high bridges?
Subject description: Help, FinalSun, Mappint
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So, I'm brand new to this forum. I was directed here from cncnet when I came across the following problem.

I stared a map and put a good day and a half into it only to realize that I likely won't be able to finish it because one of the central pieces to it were two bridges running at height 8 over a deep chasm of water at height 0. When I tried putting the bridge in, connecting the two end tiles, it only appeared over the cliff faces underneath which were at height 4.

Is what I want to do actually possible--run the 8 high bridge over the 0 high chasm? If so, how? If not, what about the game's engine (or the FinalSun's code) makes it this way?

Thank you

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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Fri Oct 07, 2016 9:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
go to ppmsite.com. tons of mappers over there who actually use bridges. all the nerds on here just place rocks on the floor as walls.


Laughing


Anyways...

Nope... Cant be done...

You might be able to mod the game... My need some exe hacking to get to work 100%...

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Oct 08, 2016 7:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Hello

As MadHQ pointed out this can't be done.
The high bridge Overlays are hardcoded to be 4 heightlevels above the ground on which they are placed.

However, if your canyon isn't supposed to be passable for hover units, you could try to raise the single center cell on which the bridge overlay is placed.
This however could lead to graphical glitches, which you have to cover up with other tiles (if possible)


Changing the game is not possible. There are some people here who can disassemble the exe and add new logics, but your case would be way too much work for too little effect.



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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Sat Oct 08, 2016 11:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Bridges are hard coded to be drawn 4 height levels above the ground. The associated cells are also assumed to be at that height.
I haven't tested what LKO put in his screenshot, but I think it won't work.

You cannot defy the hard coded properties of the game, unfortunately.

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