Author Topic: [Documentation] Getting High on Vertical Terrain  (Read 19321 times)

Offline robin

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Re: [Documentation] Getting High on Vertical Terrain
« Reply #30 on: May 19, 2019, 05:47:58 pm »
Hey ohartenstein23 I might *potentially* have found a bug (I say "potentially" because it could very well be my fault).
Sometimes a layer from a 2x2 map block is placed over another 2x2 map block. It only seems to happen happen for that specific 2x2 lava map block you can seen in the screens (maybe because it is the only flat 2x2 map block? Its height is still 4 like the rest but unlike them only the fist layer contains tiles). Quite strange.

I don't seem to have this anymore. Maybe some stuff wasn't properly updated somehow. Idk
« Last Edit: November 20, 2019, 09:43:55 pm by robin »

Offline ohartenstein23

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Re: [Documentation] Getting High on Vertical Terrain
« Reply #31 on: May 19, 2019, 05:57:35 pm »
Can you post your mapScript or the WIP mod for this?

Offline robin

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Offline ohartenstein23

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Re: [Documentation] Getting High on Vertical Terrain
« Reply #33 on: May 19, 2019, 06:44:10 pm »
This is for the alien gate assault mission, using the mapScript "U_DIMENSION", correct? I haven't been able to reproduce what you've been seeing. Can you upload either a save or come up with some instructions to reproduce it?

Offline robin

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Re: [Documentation] Getting High on Vertical Terrain
« Reply #34 on: May 19, 2019, 07:26:52 pm »
Yes, the U_DIMENSION script.
Here's a save, the block affected is in the top right corner of the map. It is still 2x2 but for once it is not the flat lava block.
I uploaded a new version of the mod with some fixes, the save is made with this version: https://mega.nz/#!YnJBhASL!WZeLvFMXjzLJus6rDgL1j2Lx0cDo9h2frEMuyDuUGwI
« Last Edit: May 19, 2019, 07:36:38 pm by robin »

Offline ohartenstein23

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Re: [Documentation] Getting High on Vertical Terrain
« Reply #35 on: May 19, 2019, 07:32:22 pm »
A battlescape save doesn't help to debug this since the map is already generated but the issue happens during generation : P  If you can get a geoscape save just beforehand that'd be the best chance for me to figure this out, otherwise I'll have to check it out in depth later.

Offline robin

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Re: [Documentation] Getting High on Vertical Terrain
« Reply #36 on: May 19, 2019, 07:36:12 pm »
I don't have a geoscape save, it's from the New Battle mode.

Offline _Raven_

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Re: [Documentation] Getting High on Vertical Terrain
« Reply #37 on: May 01, 2024, 01:54:29 pm »
So I decided to show you how wonderfully the “Vertical levels” function works in the FMP mod. For each region (id 0-13) I selected one external location for one region of the globe.
But for some reason, during the preview of the base (clicking on the entrance elevator), the entire location is filled with identical 1x1 blocks, but during testing everything works well (only for some reason the JUNGLE location does not work, it causes a syntax error).
My gratitude and respect to the author of this function, simply wonderful work.

PS. If you want, you can download the file and look at the screenshots.

Offline robin

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Re: [Documentation] Getting High on Vertical Terrain
« Reply #38 on: May 05, 2024, 09:38:33 pm »
Hi ohartenstein23,
I still have the issue of the missing tunnels under X-Com craft, some are dug some are not, see screenshot.

related mapScript:
Code: [Select]
  - type: U_DIMENSION  # U_BUILDING + U_PLANET using verticalLevels
    commands:
    - type: addCraft
      size: [1, 1, 9]
      verticalLevels:
       - type: ground
         size: [1, 1, 5] # either 0 or the z-level where your craft is supposed to be
         groups: 0
       - type: decoration
         size: [1, 1, 0] # either 0 or the z-level where your craft is supposed to be
         terrain: U_PLANET
         groups: 1
       - type: craft
         size: [1, 1, 4] # either 4 or the height of the craft's map
   
    - type: addBlock
      #groups: 2
      #executions: 1
      size: [1, 1, 9]
      verticalLevels:
      - type: ground
        size: [1, 1, 5]
        groups: 2
      - type: ceiling
        size: [1, 1, 4]
        terrain: U_PLANET
        groups: 2
     
    - type: addBlock
      size: [2, 2, 9]
      verticalLevels:
      - type: ground
        size: [2, 2, 5]
        groups: 3
      - type: ceiling
        size: [2, 2, 4]
        terrain: U_PLANET
        groups: 3
       
    - type: addBlock
      size: [2, 2, 9]
      executions: 3
      verticalLevels:
      - type: ground
        size: [2, 2, 5]
        groups: 3
        blocks: [1, 2, 5, 6, 7, 8, 9, 10, 15]
        maxUses: [1, 1, 1, 1, 1, 1, 1, 1, 1]
      - type: ceiling
        size: [2, 2, 4]
        terrain: U_PLANET
        groups: 3
        maxUses: 1
       
    - type: fillArea
      size: [1, 1, 9]
      verticalLevels:
      - type: ground
        size: [1, 1, 5]
        groups: [0, 1]
        freqs: [3, 1]
      - type: ceiling
        size: [1, 1, 4]
        terrain: U_PLANET
        groups: 0
     
    - type: digTunnel
      direction: both
      tunnelData:
        level: 1
        MCDReplacements:
          - type: corner
            set: 11
            entry: 2
          - type: westWall
            set: 11
            entry: 1
          - type: northWall
            set: 11
            entry: 0
          - type: floor
            set: 11
            entry: 50
           
    - type: digTunnel
      direction: both
      tunnelData:
        level: 3
        MCDReplacements:
          - type: corner
            set: 11
            entry: 2
          - type: westWall
            set: 11
            entry: 1
          - type: northWall
            set: 11
            entry: 0
          - type: floor
            set: 11
            entry: 50


Mod here: https://openxcom.org/forum/index.php?topic=3319.0
You can reproduce creating a DIMENSIONAL GATE ASSAULT,  using any 2*1 craft (like TRANSPORTER), in Quick Battle.
Attached a save from the campaign where this type of mission site exists, so you can send the craft to it, screnshot attached.