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This section lists all the Tunnels in this map. Note that internally each Tunnel listed here is one cell wide and one way, meaning a typical three-cell wide two-way tunnel construct requires ''six'' entries in this section, three running one way and three going backwards. While you can give each one a different path, it is not recommended since it breaks the unit pathfinding.  
This section lists all the Tunnels in this map. Note that internally each Tunnel listed here is one cell wide and one way, meaning a typical three-cell wide two-way tunnel construct requires ''six'' entries in this section, three running one way and three going backwards. While you can give each one a different path, it is not recommended since it breaks the unit pathfinding.  


(You need [[Terrain Expansion]] to make use of tunnels in YR.)
(You don't need the [[Terrain Expansion]] to make use of tunnels in YR, they're still part of the engine, but it'll be necessary if you want it looking pretty.)


__TOC__
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| The X coordinate of the entrance cell. Each tunnel should have a different entrance cell.
| The X coordinate of the entrance cell. Each tunnel should have a different entrance cell.
|-
|-
! {{Anchor|ENTER_T|ts}}
! {{Anchor|ENTER_Y|ts}}
| The Y coordinate of the entrance cell.
| The Y coordinate of the entrance cell.
|-
|-
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|}
|}


Special care should be taken to ensure the entrance and exit cells are at the same height, or certain types of units will get stuck in them. Also, due to the fact that Tunnels were never a proper feature in RA2/YR, they don't cooperate well with new additions such as Battle Bunkers. It is advised to keep the edges of tunnel roofs unbuildable. <!-- someone make a pic of what happens when such a bunker is unloaded, Cannis had it iirc -->
Special care should be taken to ensure the entrance and exit cells are at the same height, or units will get stuck in them, [https://ppmforums.com/post-581645#581645 see here] (VXL and SHP units can and will get stuck; train units can get stuck too in RA2YR). Also, due to the fact that Tunnels were never a proper feature in RA2/YR, they don't cooperate well with new additions such as Battle Bunkers. It is advised to keep the edges of tunnel roofs unbuildable. <!-- someone make a pic of what happens when such a bunker is unloaded, Cannis had it iirc -->


In the event a Tube doesn't actually reach the ending coordinate (because Tunnel Drawer only lets you move 100 cells so you have to force-end it) units will teleport to exit coordinates.
You can abuse this to create portals. Note that it '''seems like''' InfantryTypes don't teleport to exit coordinates and instead simply "exit" the tunnel; VehicleTypes are teleported without trouble.
{{Bugs}}
Note the game was not designed to support more than 127 entries in this list (which is 127/6 = 21 typical tunnel constructs). Exceeding that limit will cause problems.
==See also==
[https://ppmforums.com/topic-37881/ts-ra2-tunnel-drawer/ Tunnel Drawer (requires Flash Player; scroll to last post on thread for mirror)]


[[Category:Map Information]]
[[Category:Map Information]]

Latest revision as of 09:59, 11 July 2021

This page should correctly be named "[Tubes]"; it is wrong due to technical restrictions.



This section lists all the Tunnels in this map. Note that internally each Tunnel listed here is one cell wide and one way, meaning a typical three-cell wide two-way tunnel construct requires six entries in this section, three running one way and three going backwards. While you can give each one a different path, it is not recommended since it breaks the unit pathfinding.

(You don't need the Terrain Expansion to make use of tunnels in YR, they're still part of the engine, but it'll be necessary if you want it looking pretty.)

Section

Tiberian Dawn

Tunnels don't exist.

Red Alert, Counterstrike, Aftermath

Tunnels don't exist.

Tiberian Sun, Firestorm, Red Alert 2, Yuri's Revenge

The [Tubes] section takes the following format:

[Tubes]
Index=ENTER_X,ENTER_Y,FACING,EXIT_X,EXIT_Y,DIRECTIONS
Meanings of each string
String Meaning
Index This is an index into the list, not parsed, so any string without equals-signs will do. Note: The game was not designed to support more than 127 entries in this list (which is 127/6 = 21 typical tunnel constructs). Exceeding that limit will cause problems.
ENTER_X The X coordinate of the entrance cell. Each tunnel should have a different entrance cell.
ENTER_Y The Y coordinate of the entrance cell.
FACING The numeric value of the facing the unit should assume before entering this tunnel. 0 - 7, with 0 standing for game North (NorthEast of the screen) and rotating clockwise.
EXIT_X The X coordinate of the exit cell.
EXIT_Y The Y coordinate of the exit cell.
DIRECTIONS A comma-separated list of directions the unit should follow as it moves through the tunnel. Up to 100 directions can be specified in one tunnel, list should end with -1.

Special care should be taken to ensure the entrance and exit cells are at the same height, or units will get stuck in them, see here (VXL and SHP units can and will get stuck; train units can get stuck too in RA2YR). Also, due to the fact that Tunnels were never a proper feature in RA2/YR, they don't cooperate well with new additions such as Battle Bunkers. It is advised to keep the edges of tunnel roofs unbuildable.

In the event a Tube doesn't actually reach the ending coordinate (because Tunnel Drawer only lets you move 100 cells so you have to force-end it) units will teleport to exit coordinates. You can abuse this to create portals. Note that it seems like InfantryTypes don't teleport to exit coordinates and instead simply "exit" the tunnel; VehicleTypes are teleported without trouble.

Bugs/Side-Effects/Unexpected Limitations

Note the game was not designed to support more than 127 entries in this list (which is 127/6 = 21 typical tunnel constructs). Exceeding that limit will cause problems.

See also

Tunnel Drawer (requires Flash Player; scroll to last post on thread for mirror)