Falcon4 OBJECTIVES table

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Falcon4 OBJECTIVES table

Post by Luk » 2010-08-05 18:07:17

The purpose of this post is to make objectives (Ocd Ids) "table of compatibility" for various F4 versions.
There are plenty of objectives in databases (so nice variations are possible). But I would be happy to have at least one neutral looking, but fully functional objective for each Falcon 4 version here. The best objective would be the one with fully compatibility for all versions of course.
Falcon4 ___________________AF_______OF_______FF5.x(?)_____SP4_____Other(BMS?) ...
.........................................................................................
AF proved - just those two junctions at the moment :lol:
D3B town
__________┴________1175_______ ?___________? ________? _______?_________________ *

D3E village
__________┬________1593_______ ?___________? ________?________? ________________ *
..........................................................................................
BRIDGES
Falcon4 ___________________AF_______OF_______FF5.x(?)_____SP4_____Other(BMS?) ...

1 SPAN - 1 TILE
1Tile - 369 (road plain bridge - N-S)
1Tile - 1796 (highway bridge - N-S)
1-span Bridge N-S________2001_______ ?___________? __________?________? ________________
AF uses
D41 Bridge 1-2-3-4 CT - 2001-2-1074-3

1Tile - 372 (road plain bridge - W-E)
1Tile - 1797 (highway bridge - W-E)
1-span Bridge W-E________2004_______ ?___________? __________?________? ________________
AF uses
D42 Bridge 1 CT - 2004
D42 Bridge 2 CT - 2005
D42 Bridge 3 CT - 1075
D42 Bridge 4 CT - 2006

1Tile - 2234 (city N-S)
1-span Bridge N-S________2002_______ ?___________? ___________?________? ________________ *(1975) 2 span alternat.
Image
AF uses
D41 Bridge 1 CT - 2001
D41 Bridge 2 CT - 2002
D41 Bridge 3 CT - 1074
D41 Bridge 4 CT - 2003

1Tile -2235 (city W-E)
1-span Bridge W-E________1998_______ ?___________? __________?________? ________________ *(2004-no trees)
AF uses
A42 Bridge 1 CT - 1055
A42 Bridge 2 CT - 1998
A42 Bridge 3 CT - 1999
A42 Bridge 4 CT - 2000

Lake coast - 2 tiles (plain)
N-S
Tile 673 placed
784 Bridge 1 - 1978
Image

W-E
Tile 678 placed
78B Bridge 1 - 1977
Image

Sea coast - 2 tiles (plain)
N-S
Tile 22 placed
04D Bridge 4 - 1214
Image

W-E
Tile 20 placed
04B Bridge 7 - 1193
or
W-E
Tile 21 placed
046 Bridge 4 - 1128

Forest thin coast (lake)- 2 tiles
N-S
Tile 420 placed
62D Bridge 7 - 1228
Image

W-E
Tile 422 placed
62B Bridge 5 - 1251
Image

Forest thick 1 tile 1 span
N-S
Tile 129
241 Bridge 1 - 1071
(241 Bridge 2 - 1989) -trees

W-E
Tile 136
242 Bridge 4 - 1994

Swamp coast (lake)- 2 tiles
N-S
Tile 1287 placed
6E4 Bridge 6 - 1300
Image

W-E
Tile 1284 placed
6E6 Bridge 7 - 2032
W-E
Tile 1283 placed
6EB Bridge 4 - 1310
Image

Swamp - 1 tile
N-S
Tile 1092
A41 Bridge 3 - 1996
(041 Bridge 2 - 1995 (more trees))
Image

W-E
Tile 1094
A42 Bridge 1 - 1055
A42 Bridge 4 - 2000 (many trees)
Image

Hilltop - couple trees___3425_______ ?___________? ________?___________? ________________ *

Hilltop - enough trees

Hilltop - many trees
__________________________________________________________________________________________
bottom objectives are old approach, not proved for AF
Falcon4 ______________AF_______OF_______FF5.x(?)_____SP4_____Other(BMS?) ... AF alternative (notes/mark for myself)
_________________________________________________________________________________________
___road situation____Ocd Id___Ocd Id_____Ocd Id______Ocd Id____Ocd Id
objective type.......................................................................................................
Junction
__________├________1617_______ ?___________? ________1617_______? ___________________1611(small but skyscraper)

__________┤________1934?______ ?___________? ________1934_______? ___________________1620

__________┬________1621_______ ?___________? ________1621_______? ___________________*

__________┴________1342_______ ?___________? ________1342_______? ___________________*(big)

__________┼________?_______ ?___________? ________?_______? ___________________*



__________─________1563_______ ?___________? ________1563_______? ___________________*(big)_1612(vine/sad)

__________│________1888_______ ?___________? ________1888_______? ___________________*(Panmunjon)
.........................................................................................
Village
__________─ _______1591_______ ?___________? ________1591 _______? ________________ 1585

__________│________1590_______ ?___________? ________1590 _______? ___________________*

__________├________1569_______ ?___________? ________1569 _______? ___________________*

__________┤________1587_______ ?___________? ________1587 _______? __________________

__________┬________1593_______ ?___________? ________1593 _______? _________________ *

__________┴________1592_______ ?___________? ________1592 _______? _________________ *

__________┼________1588_______ ?___________? ________1588 _______? _________________
.........................................................................................
Town
__________─ _______1921_______ ?___________? ________1921________? ________________

__________│________1179_______ ?___________? ________1179________? ________________ +

__________├________1174_______ ?___________? ________1174________? ________________ +

__________┤________1920_______ ?___________? ________1920________? ________________ *

__________┬________1919_______ ?___________? ________1919________? ________________ *

__________┴________1335_______ ?___________? ________1335 _______?_________________ *(1924)

__________┼________1907_______ ?___________? ________1907________? ________________ +

.........................................................................................
City
__________0________1636_______ ?___________? ________1636________? ________________ *





















1-span Bridge W-E________1998_______ ?___________? ________1998________? ________________ *(2004-no trees)
......

2+ SPAN - 1 TILE

2-span Bridge N-S________1983_______ ?___________? ________1983________? ________________ *(1984)

2-span Bridge W-E________1987_______ ?___________? ________1987________? ________________ *

4-span Bridge W-E________1988_______ ?___________? ________1988________? ________________ *

,,,

x SPAN - 2 TILES

2-span Bridge N-S

2-span Bridge W-E


Note:
USED BRIDGES OcdIds in SP4
1990,1991,1071,1975,1983,1978,1073,1994,1993,2002,1999,1074,1977,2001,1219,2003,2004,2006,1303,1979,1985,1997,2005,1998,2007,2008,...

SP4 save0.cam highest used OcdId - 3611

Just tested formating in forum editor. Its not easy...
Is it ok for you?

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MAYDAY MAYDAY!!!

  .--.
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  \  /
   \/
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Re: Falcon4 OBJECTIVES table

Post by Luk » 2010-08-05 18:08:02

I want to continuously fill/enlarge the tab in the first post (objectives and Ocd IDs).
But I have also a question. Is it possible to substitute bunch of objectives in cam file via TCL script? Do we have such a script?
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Re: Falcon4 OBJECTIVES table

Post by Snake Man » 2010-08-05 19:14:45

Hmm yes you can use script to swap objective X to objective Y. Its all about the ID.
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Re: Falcon4 OBJECTIVES table

Post by Luk » 2010-08-06 19:37:05

Hmm yes you can use script to swap objective X to objective Y.
Great. I hoped it is possible to do.

I am still thinking about this post:
viewtopic.php?f=12&t=21775&start=40
I am not sure - is it possible to get objectives + x/y placement from AF *.cam file(Korea or Balcan)?
I dont care about some few coded header bites or something at the moment. Just need some dirty textfile. I want to check used objectives in 3D, make screenshots and then to find proper IDs.

When I was working on the CAM file in the past, I used F4Browse to check objectives(then I placed some nice of them). I also did some notes. But objectives were fliped in F4Browse view. Perhaps bottom view was set as default. Dunno. But main problem is, I am not sure about them(are they all fully supported in AF?). I wanna use objectives from default theaters(native AF objectives).

My backup "solution" is to check SP4 cam first. Then to choose some widely used. Then make AF reserch for each of selected. Then to fill in and wait for FF guy response...?
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Re: Falcon4 OBJECTIVES table

Post by Luk » 2010-08-07 22:03:43

Hmm yes you can use script to swap objective X to objective Y.
Could you show me sample script SnakeMan? I would like to test it.
Thanks.
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Re: Falcon4 OBJECTIVES table

Post by Snake Man » 2010-08-07 22:14:34

No I don't have such script, all I mean is that its possible to make one.

Check out the bridge renumber script, that would be the closest one (if not the one) to use. It should be located in the example theater scripts I put for download, check our downloads page. Let me know if it helped.
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Re: Falcon4 OBJECTIVES table

Post by Luk » 2010-08-07 22:25:36

This is a script, you mentioned:

Code: Select all

# types
# 3 armybase
# 6 bridge
# 7 chem plant
# 9 hq
# 10 depot
# 11 factory
# 15 junction
# 20 powerplant
# 21 radar site
# 29 village
# 31 sam site


#set olist [lsort -real [objective list [concat [objective type 3] [objective type 6] [objective type 9] [objective type 10] [objective type 21] [objective type 31]]]]
set olist [lsort -real [objective list [objective type 15]]]

foreach ab $olist {

	set newid [objective create 1939]
	set x $newid
	objective delete $newid
	
	printout "Changing junction ID $ab to new ID of $x"
	objective set $ab id $x campid $x

}
I am really newbie in TCL. What to do/change in script, if I want to change objective type "1591" to type "1585"? Or I can imagine even better situation - changeing objectives range "1587,1336,1176" to "1543".

?

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Re: Falcon4 OBJECTIVES table

Post by demer928 » 2010-08-08 18:15:08

Luk,
If I understand you correctly,you would like to cross-check the .ObjectiveClassData(.ocd) file's CT number's "across the board" (all version's,so to speak)?????? If so you only need to open each version's te_new.tac with TacEdit and in map view export the objective's to a .csv file.Then you can compare them, by checking them in F4Browse.Remember to subtract 100 from the Object number in the .csv file to find it in F4Browse :wink:

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Re: Falcon4 OBJECTIVES table

Post by Luk » 2010-08-08 19:31:36

....you only need to open each version's te_new.tac with TacEdit...
Yes demer, and it is my problem. I can't open any of F4AF files - neither te_new.tac. I got "Version 83 not supported" from tacedit. If you know, howto convert anything from AF to something readable, please help.
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Re: Falcon4 OBJECTIVES table

Post by Snake Man » 2010-08-08 21:42:56

Luk wrote:I am really newbie in TCL. What to do/change in script, if I want to change objective type "1591" to type "1585"? Or I can imagine even better situation - changeing objectives range "1587,1336,1176" to "1543".
I don't have such script ready, but its absolutely do-able. But sorry I don't have example here ready :(
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Re: Falcon4 OBJECTIVES table

Post by Luk » 2010-08-09 07:37:47

I don't have such script ready, but its absolutely do-able. But sorry I don't have example here ready :(
OK SnakeMan. I see. I am glad, you are sure it is doable.

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Re: Falcon4 OBJECTIVES table

Post by Snake Man » 2010-08-09 14:11:15

Okay here it is:

Code: Select all

#
# change objectives 1587, 1336 or 1176 into 1543
#
printout "Change objectives; 1587, 1336 or 1176 into 1543"
set olist [lsort -integer [objective list [list 1587 1336 1176]]]
foreach pmc $olist {
    printout "name: " [objective name $pmc] " was: " [objective get $pmc type]
    objective set $pmc type 1543
    printout "changed to: " [objective get $pmc type]
} 
Sorry it took so long, was bit busy earlier.
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Re: Falcon4 OBJECTIVES table

Post by Luk » 2010-08-09 14:17:00

Thank you very much SnakeMan!
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Re: Falcon4 OBJECTIVES table

Post by demer928 » 2010-08-09 19:54:32

[quote="Luk If you know, howto convert anything from AF to something readable, please help.
Luk[/quote]

Ahh....yes and NO!!!! Please read my previous statement on tool's,Code..etc.

Not going to happen.

As I stated, guy's like Sherlock can guide you through how to work around AF better than myself.


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Re: Falcon4 OBJECTIVES table

Post by Luk » 2010-08-10 08:55:16

Ahh....yes and NO!!!! Please read my previous statement on tool's,Code..etc.
Not going to happen.
No problem demer. It is your decision.

BTW
Julian has sued you, or what? .....HAHAHA!!!!!

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Re: Falcon4 OBJECTIVES table

Post by Luk » 2010-11-15 13:37:14

There started a discussion in this post viewtopic.php?f=26&t=22353&start=80
Luk wrote:
I started to make an "objectives table" in the past. But I realized, I must do it "tile related", not just "direction/junction type related". My problem is, that I have N-S one or two spanned bridge for example, but the objective did not match all tile types. It matches W-E plain river tile for example, but not W-E river in the city (it is located outside "bridge path" then - it is moved - half placed in water, half placed in the city for example). So I must use specific objective ID for river-in-the-city tile, and another for plain-river etc. The GU are stacked when bad objectives used.
demer wrote:
Why???
Placing a 3D model on the MAP has nothing to do with how the Code calculate's it!?!?!? It (the CODE) Does'nt care about the MODEL in the 2D World!!!!!!!!!!!!
Objective is an OJECTIVE word in Falcon!!!!!!!

jeez' where's ED1 when ya' need him???????????

demer
I guess there is only some kind of term like "if bridge obj. destroyed, you cannot pass/ if ok, you can" in 2D schematic war...? But I was thinking of paths located over the tiles - 3D war situation. Perhaps bad bridge "ojective" is not problem in 2D if not destroyed. But I suppose it should be placed according to path/areas situation in 3D.

During my EU tests more than month ago, I had a hard battles around the Pilsen (Czech city -famous brewery there).
The blue units captured Pilsen AB + airstrip, but were unable to proceed to Prag later. They stacked in front of "241Bridge2" objective and started circleing. They did not proceed even in 2D UI. The bridge was in a good condition.

Look at the picture.
I selected some bridge objectives, best matching the tile conditions. What is your opinion demer?
Strange we discussed all the paths/areas in the past except the "bridge path".

Image
OK, there is slightly different "241Bridge1" in the picture. But all "241Bridges" (1-6?) look the same. Theare are usually more similar copies in DB, the reason is unknown for me.
I should use a "131Bridge" family IMHO(well some trees are in the water, but it is still the best one I think). But what is the exact terms/criteria, the objective should match according to the path/area situation (especially the red "bridge" path)?

Luk
Edit:perhaps I prefer "D41Bridge" family, it is more simple, without trees. But it does not cover whole bridge path...but it would not be problem...?
6EDBridge1 is the most safe solution IMHO - it is long enough to connect both urban regions, it also sovers the whole "bridge path" vector. On the other hand - what about repairing times? More spans , means more time to repair...
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Re: Falcon4 OBJECTIVES table

Post by Luk » 2010-11-15 14:01:56

Of course, most of objectives are even worse placed:
Image
Do you think, it is ok for Falcon engine? I am not talking about appearance(it is bad).

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Re: Falcon4 OBJECTIVES table

Post by Luk » 2010-11-15 16:01:31

BTW: The tiles have nameing convention. Watching the objectives names brings me the question: "is there some convention even for objectives(some HEX number etc.)? Perhaps we will be able to decode original purpose of an objective. I know the conventions are often violated, but still it would be helpfull for the first sight.

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Re: Falcon4 OBJECTIVES table

Post by demer928 » 2010-11-16 00:38:23

You're starting to get it.
I have deleted thousand's of bridge's(3D Model's) in IRAN and removed the Objective link's.......No Problem.
Reason???? You do not need a bridge over a "Dry" riverbed!!!!!
But,and here is the caveat, I also had to remove the "Water" area\path and the "Bridge" path for the GU's to move over it!!!!This way they see it as just another "passable" terrain type.
So,as I see it , IF you have a MAP with a road crossing a river THEN you need to make sure that you have a "PATH" AND a Bridge "PATH" defined(Doe's not matter if you have a 3D Model on it at this point).
Now come's the misunderstood part....!!!!
It doe's not matter to the Code what 3D Objective TYPE\MODEL you place on that "Bridge" path.What doe's matter is that you can define an "Objective" link to\from it!!!!!!

'Kay, so why do we need a 3D Objective in Falcon?????....it's all for the "LINK'S"

One more time I will try to explain this better\simpler.

LINKS = Where the GU's need to go
PATHS= How they can get there
ROADS\RIVERS = Artwork on a PICTURE!!!!! Dos'nt mean a thing to the Code

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Re: Falcon4 OBJECTIVES table

Post by Polak » 2010-11-16 01:03:55

I am total novice in the area of "objectives" . How can I view objectives and links between them using Monster's Terrain Editor?
I ahve read and re_read this post above by Luk. I must admit that I do not understand it completely. Are talking here roads crossing one river or three rivers consecutively. From the pictures it looks like three, but I think maybe those are different situations shown.

I looked at path on the tile of horizontal configured river and vertical road from the terrain which I know is working. There was a road path there also vertical and river path consisting of many jagged vectors. The road path was contineous from top of the tile to bottom of it. There was also a bridge path which was OVERLAYING the road path in the place where the road path was crossing the river path. The widths of the road and bridge paths were the same.

So my thinking and interpretation is as follows: the unit SHOULD travel on the road accross the the river as long as road pathis uninterrupted there. The unit MAY NOT cross the river if the bridge path is destroyed which information would have came from the OBJECTIVE database ? To me always very puzzling is the question: do the coordinates of the paths need to be exactly matching? So far I do not see clear and unambigueos answer.

img]http://i364.photobucket.com/albums/oo83/TPolak/path.jpg[/img]

BTW: the river on the tile is not strictly coordinated (yet ) here. Still is does not matter as the units cross the river via the road and bridge only.
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Re: Falcon4 OBJECTIVES table

Post by Polak » 2010-11-16 01:17:42

One more time I will try to explain this better\simpler.

LINKS = Where the GU's need to go
PATHS= How they can get there
ROADS\RIVERS = Artwork on a PICTURE!!!!! Dos'nt mean a thing to the Code
Where is then information that the bridge is DESTROYED and road path interupted coming from?

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Re: Falcon4 OBJECTIVES table

Post by Snake Man » 2010-11-16 02:25:45

Polak, watch your image sizes.
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Re: Falcon4 OBJECTIVES table

Post by Luk » 2010-11-16 17:26:38

Polak wrote:
Where is then information that the bridge is DESTROYED and road path interupted coming from?
I guess it is stored in cam file - you can find "destroyed,repaired,OK.. etc" status there + also some additional flags and settings.
I am total novice in the area of "objectives" . How can I view objectives and links between them using Monster's Terrain Editor?
You have to load te_new.tac file of your theater (turn on "objective lab" vindow first). Then press small "Options" button.

demer wrote:
It doe's not matter to the Code what 3D Objective TYPE\MODEL you place on that "Bridge" path.What doe's matter is that you can define an "Objective" link to\from it!!!!!!

It means the bridge objective is just eye-candy. You can place skyscraper in x,y, of the tile - it will be placed in the bottom corner of the tile, far away the river and bridge paths - for example. The units can pass the river if skyscraper is ok, but will stack when destroyed. If you will place objective containing 1 skyscraper object + 10 familly houses, you are simulating 11-spanned bridge...........? :?: :!: :roll: :mrgreen:
Trees cannot be destroyed, so you can use them as you wish(some bridge objectives have them).
What about another immortal objective such as "vulcano" for example - do you have an undying bridge then? Or the code can perceive destroyable objects only as the bridges?

Strange the blue units were unable to pass the bridge in my test. Perhaps there was a brewery-pub painted over the city texture in our quay-side of the river.... :mrgreen:
But seriously - I am sure there were heavy armour units left. There was discussed only heavy units can capture opfor objective - does it mean light infantry cannot pass an undefended bridge/skyscraper without mech. units?

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Re: Falcon4 OBJECTIVES table

Post by Luk » 2010-11-16 20:43:22

I did a test in the campaign again.
I tried to order friendly unit to pass the bridge.
They occupy a bridge, are scaterred around the both sides of the bridge in recon view.
But they are unable to proceed. Objective "131Bridge 1" looks well placed (just apperance).

There is our situation in tacedit. Links are ok (low numbers).
Image
Campaign map:
Image

It's strange. It forced me to think about slope and leveling (but I don't suppose the bridge must be totaly flat]. I really dont know, what's wrong...

Note to demer's Iran solution: I was thinking about the same solution some time ago. It is better than 2D/3D mismatch solution. the only exception was, I wanted retain the bridges in the theater(and it should not be a problem according to your statement - they are the same as other objectives). I thaught my problems are caused by bad objectives. So I wanted to resurrect river paths when problem solved. The Monster's yesterday update gave me some hope, I can solve the problem fast. But it really looks, it is caused by something else.
I want to conserve bridges and rivers, because they are interresting in theater, espacially in AF (units can repair them).
Bridges will have an important role in my modern Eu scenario (if worked). I wanted to give blue side a chance to slow down red invasion in Wisla river...
ANY suggestions ere VERY welcome.
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Re: Falcon4 OBJECTIVES table

Post by Luk » 2010-11-16 20:56:53

Just a note:
When looked at my last post, I saw I did not set the priority. It would be 20 or 30 for the bridge for example. But I guess it means nothing serious...
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Re: Falcon4 OBJECTIVES table

Post by Ed_1 » 2010-11-16 21:09:53

Luke , looking at bridges objectives in TE, there mostly have flat flag set or mountain so try adding flat one as 95% use that . Also give fuel/supply some values plus a priority valve . AFAIK units need incentive to move (fuel/supply) .

I did not read whole thread so hope my answer helps .

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Re: Falcon4 OBJECTIVES table

Post by Luk » 2010-11-16 21:45:39

Thanks for answer Ed. But it did not helped.
It looks I will have to "cheat"... :?

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Re: Falcon4 OBJECTIVES table

Post by ccc » 2010-11-17 03:12:19

Hi Luk,

1. i suggest do the test in TE, not in campaign. GUs will 100% follow your order in TE.
2. check Path definition on those city tiles(with Pathmaker tool).
make sure the coordinates of road Path start/end points are correct and tightly linked to Bridge path. Also check water area definition on tiles.. you may remove water definition for test.

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Re: Falcon4 OBJECTIVES table

Post by Luk » 2010-11-17 09:30:59

Thanks ccc. I did also TE tests in the past, but it was the same if I can remmember correctly.
Ok, I should make the test again, step by step - check all the files including THR. I did a lot of changes, generated about 30 THR files in last months. Perhaps I forgot to update something.

NOTE: There must be something special about bridge objective. There must be at least some mark/flag - the F4 engine should recognize, it is a "bridge/infrastructure"(AI can generate missions against infrastructure, we can set the priorities also). I will check it in F4 browse.

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Re: Falcon4 OBJECTIVES table

Post by demer928 » 2010-11-18 00:34:06

Some Pic's from an "Unlocked" AF Campaign that I looked\hacked at year's ago,to help us along.(First @ Snakeman if the img is too big, delete them and I will resize,Second @ ED_1 don't shoot me!!!!)

Here is how your Path's and Objective Link's should be defined:

img]http://i632.photobucket.com/albums/uu49 ... FLINKS.jpg[/img]

As you can see, there is some order to it!!! As well, note that not every Objective is linked together. The link's basically follow the Defined Path's and "ALLOW" the GU's to get there.

Second, 3D "MODELS"........Have you not seen "Out The Window" (OTW-Shft+8) GU's move through Tree's,Building's..... etc.......??

Here is what I am talking about:

img]http://i632.photobucket.com/albums/uu49/demer928/XX.jpg[/img]

This model was defined as a town,but named as a Bridge.One LP missed.
Doe's it stop the GU's .......NO!!!!!

enuf for now,
demer
Last edited by Snake Man on 2010-11-18 05:45:37, edited 1 time in total.
Reason: please dont hotlink very large (file size) images. 100kb per image is ok, 300kb is not.

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Re: Falcon4 OBJECTIVES table

Post by Luk » 2010-11-18 08:39:32

Thanks demer.
I think links are well done in my test. THR file is also ok.

I should ask Master Yoda, but I am not in the mood to listen that old geezer's blured advices at the moment... :?

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Re: Falcon4 OBJECTIVES table

Post by Luk » 2010-11-18 10:36:33

May I have a plea demer?
Could you search for tile offset no "2234" in you hacked terrain/campaign and tell me the objective id used as a bridge please?
Could you do it in 2-3 different places please?

Thanks!
Luk

EDIT: added the picture of the actual segment in TV
Image

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Re: Falcon4 OBJECTIVES table

Post by Ed_1 » 2010-11-18 12:23:54

demer928 wrote:Some Pic's from an "Unlocked" AF Campaign that I looked\hacked at year's ago,to help us along.(First @ Snakeman if the img is too big, delete them and I will resize,Second @ ED_1 don't shoot me!!!!)

Here is how your Path's and Objective Link's should be defined:

img]http://i632.photobucket.com/albums/uu49 ... FLINKS.jpg[/img]

As you can see, there is some order to it!!! As well, note that not every Objective is linked together. The link's basically follow the Defined Path's and "ALLOW" the GU's to get there.

Second, 3D "MODELS"........Have you not seen "Out The Window" (OTW-Shft+8) GU's move through Tree's,Building's..... etc.......??

Here is what I am talking about:

img]http://i632.photobucket.com/albums/uu49/demer928/XX.jpg[/img]

This model was defined as a town,but named as a Bridge.One LP missed.
Doe's it stop the GU's .......NO!!!!!

enuf for now,
demer
What saved 1 campaign is this from ?
I checked all 3 Balkans and i don't see any error , there are 2 hajos bridges and 1 Hajos town (both setup right)

On objectives , AFAIK when you add a objective in Taceditor it goes to read the ct data for the objective in the object folder (F4browse data). for example if you adding bridge , you set bridge as type in dropdown menu and you get a list beneath to choose from .
How it knows bridges from all objectives is by Domain=land , Class=objective and "type"=6 . the subtype is just a numerical listing of all the bridges .

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Re: Falcon4 OBJECTIVES table

Post by Luk » 2010-11-19 20:34:58

I think I have found the bug.
Phoenix's thr creator recognize tile offset no 2234 as "water".
Other "bridge/crossing" tiles are recognized as roads in the THR file, but this one tile is pure blue - water.

I was wondering if there would be a problem with Tom's profi tiles. They are ok, of course. Profi LP thr shows brown pixel(road) in the place of 2234 offset in Balkan. But my THR, produced by THR creator handles this offset wrong way.

I was frustrated. I did not have such a problem with bridges before. I am much more optimistic now.

possible solution -
find a tool to edit THR - change the tiles to road
or
make a temporary substitution to some other unique "working" tile, produce the correct thr,
then substitute to original state
or
something else
:mrgreen:
beer is calling me..
Luk
P.S. nice to have Monster's TE, I can find bugs quicker - eliminating possible problems is faster
BTW my prefered Bridge objective is the one LP used for this tile offset :)

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Re: Falcon4 OBJECTIVES table

Post by monster » 2010-11-19 22:57:52

Did you try creating a thr file with TerrainEditor?
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Re: Falcon4 OBJECTIVES table

Post by demer928 » 2010-11-19 23:48:01

monster wrote:Did you try creating a thr file with TerrainEditor?
:wink: :wink:

@Polak, I "THINK" the code remove's the BRIDGE Path from the List when it (the Bridge) is destroyed and then put's it back when it is repaired. Not sure,maybe Baldeagle can help there.

@Ed_1, They were the one's out there just B4 LP,can't remember the Author, but I believe they were the one's you used. Then again, I find it interesting that your DB mod's were alway's dated the same as F4......................????? :)

@Luk, The TILE (ARTWORK ala .dds,.pcx) Need's to be seperated from the MAP in your thought process.The TILE TYPE is important to the MAP,as well as the Paths\Areas, but the ARTWORK is not.Look in Monster's TE or TerrainView,in 3D View, and set it to WIREFRAME and you may better understand what I am trying to say.

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P.S. Thank's SnakeMan.

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Re: Falcon4 OBJECTIVES table

Post by Luk » 2010-11-20 00:00:42

@Luk, The TILE (ARTWORK ala .dds,.pcx) Need's to be seperated from the MAP in your thought process.The TILE TYPE is important to the MAP,as well as the Paths\Areas, but the ARTWORK is not.Look in Monster's TE or TerrainView,in 3D View, and set it to WIREFRAME and you may better understand what I am trying to say.
Ok demer, why do you think, am so stupid to don't be able to uderstand this? My language abilities are perhaps like 5years old child, but the brain is ok...i think.
:wink:

Anyway thanks for all the sugestions.
Luk

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Re: Falcon4 OBJECTIVES table

Post by demer928 » 2010-11-20 00:19:55

Luk,

I am in NO WAY suggesting you, or anyone else here, are stupid. Just saying that in Falcon the CODE reads only certain thing's. AND sometime's we get confused as to what they are. Hell, after 10+ year's of Hacking\Dev'ing I STILL get confused at time's!!!!!!!! :lol:

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Re: Falcon4 OBJECTIVES table

Post by Luk » 2010-11-20 02:19:31

@demer
luk wrote:
Anyway thanks for all the sugestions.
there was no sarcasm in this sentence.

@Monster
Did you try creating a thr file with TerrainEditor?
Yess, ...now I can say "yes, I have tried it...and it works finally!".
Your program handels even this tile perfectly. :D

The units went through the bridge in few seconds.
(Thanks) * 999k^9

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Re: Falcon4 OBJECTIVES table

Post by Ed_1 » 2010-11-20 02:43:15

demer928 wrote:
monster wrote:Did you try creating a thr file with TerrainEditor?
:wink: :wink:

@Polak, I "THINK" the code remove's the BRIDGE Path from the List when it (the Bridge) is destroyed and then put's it back when it is repaired. Not sure,maybe Baldeagle can help there.

@Ed_1, They were the one's out there just B4 LP,can't remember the Author, but I believe they were the one's you used. Then again, I find it interesting that your DB mod's were alway's dated the same as F4......................????? :)

@Luk, The TILE (ARTWORK ala .dds,.pcx) Need's to be seperated from the MAP in your thought process.The TILE TYPE is important to the MAP,as well as the Paths\Areas, but the ARTWORK is not.Look in Monster's TE or TerrainView,in 3D View, and set it to WIREFRAME and you may better understand what I am trying to say.

demer
P.S. Thank's SnakeMan.
Ok, It was not from AF but old Balkans cam.

Not sure what you mean AF DB is dated same Falcon4 , if you mean files in object folder or other places, updated files should be 2005-2006 or so .

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