Tubes: Difference between revisions

ENTER_T to ENTER_Y correction.
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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.)


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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}}
{{Bugs}}
Note again that 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.
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]]