Tubes: Difference between revisions
ENTER_T to ENTER_Y correction. |
|||
(One intermediate revision by the same user not shown) | |||
Line 5: | Line 5: | ||
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__ | __TOC__ | ||
Line 51: | Line 51: | ||
|} | |} | ||
Special care should be taken to ensure the entrance and exit cells are at the same height, or | 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 | 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]] |