amphibious transport - Printable Version +- Renegade Projects Network Forums (https://forums.renegadeprojects.com) +-- Forum: Modding (https://forums.renegadeprojects.com/forumdisplay.php?fid=3) +--- Forum: Red Alert 2 & Yuri's Revenge Editing (https://forums.renegadeprojects.com/forumdisplay.php?fid=8) +--- Thread: amphibious transport (/showthread.php?tid=1112) |
amphibious transport - Nikademis Von Hisson - 30.09.2008 I created an amphibious transport that only travels on water, my only problem is that when I bring it to the shore the troops move towards it but will not board it. Is this because of the shoreline? Do I have to create a new shoreline piece? Which number do I place as the terrain type? RE: amphibious transport - MRMIdAS - 01.10.2008 The reason it's not working is because the transport isn't on land, and the units are. I'm not sure how to fix this, or if it's even possible, but I Highly doubt it. RE: amphibious transport - Nikademis Von Hisson - 01.10.2008 well at the moment i am in the middle of other projects, but i was thinking about the water/shoreline bridges that appear water but you can walk across. I have never used them before, I make city maps. I guess I will have to wait until someone can help me or I decide to make a different style map, thanks anyway. RE: amphibious transport - Renegade - 01.10.2008 Disclaimer: Last I tried this, I did not get it to work. However, my approach was fixing the beach terrain parts to allow infantry to walk on them ([Beach] -> Foot=50%, this is realistic since humans can usually walk over beaches and go into shallow water, but looks funny when they go too far), and then setting the transport's MovementZone to FloatBeach (again, this is absolutely realistic - boats have approached beaches since the first float was built). Alternatively, you could could change the beach's Float/Amphibious= percentages, but using FloatBeach is more elegant, since it is a dedicated MovementZone exactly for that purpose. As far as I remember, I did get both types to be on the same tiles (the beach tiles), but for some reason, the infantry guys didn't enter the transport. If you can find out/fix the reason for that, you should be good to go. (Tanya, however, could enter the transports, due to her swimming abilities.) Look at
RE: amphibious transport - MRMIdAS - 02.10.2008 AFAIK the "shore" be it beach, grass or whatever, is counted under "water that all units can walk/drive on" and unless a unit is fully amphibious, you can't load units on a "shore" piece. I'm assuming it's somthing complicated like "well X unit is restricted to water, Y unit is restricted to sea, these units should never meet on the same tile" and may be connected to the absolute nightmare it is to get boats to attack vehicles on land. RE: amphibious transport - Marshall - 02.10.2008 You can't unload units on a bridge either (not sure about loading) - I suspect this may be related. amphibious transport - Nikademis Von Hisson - 29.10.2008 This is my landing craft. I tried using the bridge shore piece but the troops stop and don't load. what piece can i use or modify to create new shore piece that will allow troops to board for a D-Day invasion. ; Allied, Landing Craft [ALLLC] Image=ALLLC UIName=Name:ALLLC Name=Landing Craft Prerequisite=ALLNAVY Category=Transport Primary=none Armor=light Strength=200 TechLevel=6 Cost=600 Points=10 Sight=4 Speed=3 ROT=4 Soylent=900 SizeLimit=3 Passengers=10 DeployTime=.022 PipScale=Passengers EnterTransportSound=EnterTransport LeaveTransportSound=ExitTransport Owner=Americans,British,French RequiredHouses=Americans,British,French Crewed=no Naval=yes CanBeach=yes CrateGoodie=no OpportunityFire=yes IsSelectableCombatant=yes AllowedToStartInMultiplayer=no Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GShipSelect VoiceMove=GShipMove VoiceAttack=GShipAttack VoiceFeedback= SinkingSound=GenLargeWaterDie DieSound= MoveSound=ACCMoveStart DebrisAnims=DBRIS1LG,DBRIS5SM,DBRIS6LG,DBRS10SM MaxDebris=5 MinDebris=4 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=WaterBeach SpeedType=FloatBeach DamageParticleSystems=SparkSys,SmallGreySSys DamageSmokeOffset=100, 100, 275 VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF ZFudgeColumn=8 ZFudgeTunnel=13 BuildTimeMultiplier=2.0 ;Individual control of build time ThreatPosed=90 ; This value MUST be 0 for all building addons RE: amphibious transport - Renegade - 29.10.2008 ... RE: amphibious transport - Nikademis Von Hisson - 29.10.2008 Ok, maybe I didn't get my point across. Hope this will make more sense. You know the sand bridge that you can walk across. I am looking for a type of terrain that will allow a transport to pull up and allow my troops to board. If it is the sand bridge then i can modify it to look different, but I already tried that piece on a map, the troops can stand on it but they won't board the Landing craft. I posted my vehicle to show its ability for speed type and can beach ability. I read on the MODENC that was 2 things to this kind of vehicle. I want it like the landing crafts at Normandy, not coming ashore but at the edges. I also read the terrain numbers types. Blade had sent these to me: Ice 1 <unknown> 2 <unknown> 3 <unknown> 4 Tunnel 5 Railroad 6 Wall (assumed) 7 <unknown> 8 Water 9 Beach (Shore) 10 Road (Paved) 11 Road (Dirt Road) 12 Clear (Grass) 13 Rough (Sandy) 14 Rock (Impassable) 15 Tiberium <unknown> Weeds <unknown> I understand the numbers go in the terrain piece, but what are these for? Foot - Infantry (Walk Locomoter) Track - Unused (Tracked=yes?) Wheel - Vehicles (Drive Locomoter) Hover - Hover Craft (Hover Locomoter) Float - Boats <RA2> (Float locomoter) FloatBeach - Unused <RA2> Amphibious - Amphibious Units (not hover) Creep - Reaper <TS:FS/last patch> RE: amphibious transport - DCoder - 29.10.2008 SpeedType= RE: amphibious transport - Nikademis Von Hisson - 29.10.2008 Ok, D....if I might be so bold and call you that. How do I make a landing craft work. what do I change or add? I have canbeach set on my landing craft but it refuses to allow passengers. Any help?? Special case which can be set to 'yes' or 'no' and is used on VehicleTypes which have Naval=yes set and MovementRestrictedTo=Water. If set to 'yes' the unit is also allowed to move one tile off a water tile (i.e. onto a beach). Although new to the game engine, this is unused in Red Alert 2 in favor of using amphibious units. |