Solved The Units Stuck Problem
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Solved The Units Stuck Problem
At last, I've managed to solve the units being stuck in one objective problem.
The trick is this, as I told before in the theater tools thr creator post....
use your THR map (Relief Map) to draw the links between objects. If by any means, two objects are not connected via roads, or there is a broken road between those two objects, delete the link between them, or your unit will be stuck at each objective, if it needs to continue its way going over the other obj.
Very clear now, and tested, this is the way units go, using links, but controlling the road network at each objective point to the other linked point, before departing that obj.. If no road, or road is broken halfway those two obj, unit is stuck and cannot move further.
I've managed this way, a unit to go the whole map.
The trick is this, as I told before in the theater tools thr creator post....
use your THR map (Relief Map) to draw the links between objects. If by any means, two objects are not connected via roads, or there is a broken road between those two objects, delete the link between them, or your unit will be stuck at each objective, if it needs to continue its way going over the other obj.
Very clear now, and tested, this is the way units go, using links, but controlling the road network at each objective point to the other linked point, before departing that obj.. If no road, or road is broken halfway those two obj, unit is stuck and cannot move further.
I've managed this way, a unit to go the whole map.
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Re: Solved The Units Stuck Problem
hmm.. yes, i think connecting two objectives, there must be a road between them.. which means you also got to check/edit road tiles betwen objectives.. so 2d obj-linking fits 3d road network.
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Re: Solved The Units Stuck Problem
And, of course, the proper road / bridge path data has to be in the texture.bin, right?ccc wrote:hmm.. yes, i think connecting two objectives, there must be a road between them.. which means you also got to check/edit road tiles betwen objectives.. so 2d obj-linking fits 3d road network.
Sherlock
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Re: Solved The Units Stuck Problem
Would you have couple of screenshots to demonstrate this sort of bottle necks in the THR / linking?Phoenix711 wrote:If by any means, two objects are not connected via roads, or there is a broken road between those two objects, delete the link between them, or your unit will be stuck at each objective, if it needs to continue its way going over the other obj.
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Re: Solved The Units Stuck Problem
It is not me to intelligently participate in discussion, but using Pathmaker I have noticed that each new tile needs roads and areas marked on them. I assume also that this vector paths and areas should more or less correspond with pixel view and configuration of the roads. The units traveling ( if they travel) along those paths would otherwise in the game deviate from the roads .
This is my assumption that this is how it works, and I find little "disturbing" the fact that ends of the roads are not always registered in the same place. Moreover I see that some of the "ends" do not even go fully to the edge of the tile , where I would again assume, they would meet the "start" of the other adjacent tile.
Either this is inconsequential, or that might also contribute to the problems.
![Image](http://i364.photobucket.com/albums/oo83/TPolak/th_roadsontiles.jpg)
This is my assumption that this is how it works, and I find little "disturbing" the fact that ends of the roads are not always registered in the same place. Moreover I see that some of the "ends" do not even go fully to the edge of the tile , where I would again assume, they would meet the "start" of the other adjacent tile.
Either this is inconsequential, or that might also contribute to the problems.
![Image](http://i364.photobucket.com/albums/oo83/TPolak/th_roadsontiles.jpg)
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Re: Solved The Units Stuck Problem
Here is the picture of the real situation I've solved the problem.
The trick is: If two objects are not connected via the road network (THR that is, not MAP view. You should use Relief MAP here), they should not be linked to each other.
![Image](http://92.45.21.211/Web_Yayin/Yarasa/PMC/Stuck3.gif)
We start at 0, we want to go to 2
Falcon draws the path like 0 - 1 - 3 - 2 (Because of the links between objects + calculated cost by tile type + slopes. Since, this thr is created using the Plains only option by THR Creator, route is only calculated via slope information + links.)
Since, the road network (THR) is broken between 1 and 3, when an unit reaches 1 and needs to move to 3, it can't.
There are two options to solve the problem...
1. If, you remove the link between 1 and 3, Falcon will create the path like "0 - 1 - 2" or "0 - Bridge - 3 - 2" depends on cost.
and since the road network is not broken from 1 to 2, your unit will leave 1 and move to 2 succesfully.
2. If you fix the road network between 1 and 3 using TerrainView, and the create the THR again, Falcon will draw the path as 0 - 1 - 3 - 2 again (because of the links), but this time, you unit will be able to leave 1 and go to 3, then 2.
Turns etc are not important. The units can cross bridges, make 120 degree turns on the roads no problem. It's all about links, cost and road network.
IMPORTANT NOTE:
I've not tested in any way, if path information affects road networking calculations. I saw most of the path info, is given like - values, so the path is going into the opther tile. I don't know why. Looks like someone make something sure.
And, Pathmaker never shows me any path / area lines, nor it can create my THR file correctly. I think it works with the standart texture bin... I'm not sure. Or maybe I'm using the wrong version.
The trick is: If two objects are not connected via the road network (THR that is, not MAP view. You should use Relief MAP here), they should not be linked to each other.
![Image](http://92.45.21.211/Web_Yayin/Yarasa/PMC/Stuck1.gif)
![Image](http://92.45.21.211/Web_Yayin/Yarasa/PMC/Stuck2.gif)
![Image](http://92.45.21.211/Web_Yayin/Yarasa/PMC/Stuck3.gif)
We start at 0, we want to go to 2
Falcon draws the path like 0 - 1 - 3 - 2 (Because of the links between objects + calculated cost by tile type + slopes. Since, this thr is created using the Plains only option by THR Creator, route is only calculated via slope information + links.)
Since, the road network (THR) is broken between 1 and 3, when an unit reaches 1 and needs to move to 3, it can't.
There are two options to solve the problem...
1. If, you remove the link between 1 and 3, Falcon will create the path like "0 - 1 - 2" or "0 - Bridge - 3 - 2" depends on cost.
and since the road network is not broken from 1 to 2, your unit will leave 1 and move to 2 succesfully.
2. If you fix the road network between 1 and 3 using TerrainView, and the create the THR again, Falcon will draw the path as 0 - 1 - 3 - 2 again (because of the links), but this time, you unit will be able to leave 1 and go to 3, then 2.
Turns etc are not important. The units can cross bridges, make 120 degree turns on the roads no problem. It's all about links, cost and road network.
IMPORTANT NOTE:
I've not tested in any way, if path information affects road networking calculations. I saw most of the path info, is given like - values, so the path is going into the opther tile. I don't know why. Looks like someone make something sure.
And, Pathmaker never shows me any path / area lines, nor it can create my THR file correctly. I think it works with the standart texture bin... I'm not sure. Or maybe I'm using the wrong version.
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Re: Solved The Units Stuck Problem
Great post Phoenix. Picture says a thousand words!
Cheers!
Cheers!
Sherlock
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Re: Solved The Units Stuck Problem
Can be used in Wiki or anywhere else if needed.
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Re: Solved The Units Stuck Problem
ya the post shows how and where to fix the broken road/obj linkage. that's about the same thing i learned.. new theater mods need such check, at least along the main combat routes.
also it shows there're TWO extra bridges.. got to remove them.
also it shows there're TWO extra bridges.. got to remove them.
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Re: Solved The Units Stuck Problem
Thanks for the images and explanation. Images added to PMC Editing Wiki: Falcon 4 Campaign Links page.
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Re: Solved The Units Stuck Problem
I don't understand. In the first pic. you can see that 0-1-2-3 is not working. The last shows that is working.
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Re: Solved The Units Stuck Problem
In the last picture, the road link between them is corrected (via terrainview). and THR is recalculated.
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Re: Solved The Units Stuck Problem
Does it require the full campaign file?
This corrected "THR" map can be imported to campaigns?
This corrected "THR" map can be imported to campaigns?
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Re: Solved The Units Stuck Problem
Just replace the new corrected file with the one in the theaters Campaign folder.
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Re: Solved The Units Stuck Problem
Ok, but I'm not ablt to do this. Are you working on this? I wil be very grateful if you give me this present. I can use it for better korean campaign.
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Re: Solved The Units Stuck Problem
Unfortunately I'm working on another theater (Aegean) now.
But there's nothing you need, except the tools and info you can find here at PMC.
PathMaker to see the road/river/area info included into tiles, and add as needed
TerrainView to correct the terrain errors (like broken roads)
TACEdit, to see the relief map and objects, and links between objects etc,
To compile the edited terrain, seasonswitcher and SPTInstall.
The experts here at PMC have a lot of knowledge and are willing to help too. And I'll try to help you too.
If you work for FreeFalcon, then I'm not sure if all the tools support FF. Snakeman can answer this I guess.
But there's nothing you need, except the tools and info you can find here at PMC.
PathMaker to see the road/river/area info included into tiles, and add as needed
TerrainView to correct the terrain errors (like broken roads)
TACEdit, to see the relief map and objects, and links between objects etc,
To compile the edited terrain, seasonswitcher and SPTInstall.
The experts here at PMC have a lot of knowledge and are willing to help too. And I'll try to help you too.
If you work for FreeFalcon, then I'm not sure if all the tools support FF. Snakeman can answer this I guess.
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Re: Solved The Units Stuck Problem
Unfortunatly I have so few free time that I'm not able to do things that I CAN do.But there's nothing you need, except the tools and info you can find here at PMC.
PathMaker to see the road/river/area info included into tiles, and add as needed
TerrainView to correct the terrain errors (like broken roads)
TACEdit, to see the relief map and objects, and links between objects etc,
To compile the edited terrain, seasonswitcher and SPTInstall.
The experts here at PMC have a lot of knowledge and are willing to help too. And I'll try to help you too.
If you work for FreeFalcon, then I'm not sure if all the tools support FF. Snakeman can answer this I guess.
I know the name of tools that you listed but using them is a different thing. Currently the FF5.0 DB is locked. I'm waiting the time when DB more or less will be completed and will be open again. That time I can start modifying one of excisting campaign two very different and strongly upgraded campaign. These will be required a fixed THR map.
I will accept any help.
Currenty I'm working on training video for FF5.0 but this speed I need at least 1 month to make them. I have to make tham also in hungarian. I have an unfinished hungarian manual.
Also for FF team I have unfinished projects...
Time, time, time. I don't have enough..
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Re: Solved The Units Stuck Problem
I see. Time is everyones problem. If I had time, I would be happy to help you about this. Maybe somebody likes to get the job and check THR against TACEdit object placements/links.
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