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Maps/Section: Tubes

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Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
Flag: Maps/Section: Tubes
File(s): rules(md).ini
Values: ERROR – No value types set! Please edit this page and fix the Flag template!

This entry was copied from DeeZire's Red Alert 2 and Yuris Revenge INI Editing Guide for the sake of completeness. As it is not our intention to rip off DeeZire's work, this article is subject to a re-write and update with the latest community knowledge.

For further information, please read Inclusion of The Guide.




This section is used to define the tunnels on the maps. Tunnels can be made to work perfectly in Red Alert 2 and Yuri�s Revenge provided the isometric tiles for tunnel entrances and exits are amended to allow unit passage, as demonstrated in the Unofficial Terrain Expansion Pack by Blade. Unfortunately, the official release of Final Alert 2 does not allow you to make use of tunnels in your maps, although if you can get hold of Final Alert 0.98 (the last release before Westwood licensed it) then you can make tunnels.

The section takes the form of a numbered list, starting at '0', with each number representing a single tunnel. Note that if your tunnel is 3 cells wide, it is actually 3 tunnels (joined together to make one wider one) since one tunnel is only one cell in width. Here is a typical entry from this section;-

0=65,105,0,67,82,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,0,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1

Each entry takes the following format;-

N=X_ENTRANCE,Y_ENTRANCE,DIRECTION,X_EXIT,Y_EXIT,N,N,N,N,N,N,N...

X_ENTRANCE
This is the X axis value of the entrance cell to the tunnel. Derived in the same way as a waypoints X value.

Y_ENTRANCE
This is the Y axis value of the entrance cell to the tunnel. Derived in the same way as a waypoints Y value.

DIRECTION
Specifies the direction that units will enter and exit the tunnel. Valid numbers are 0 - 7 with '0' representing North East going clockwise until you reach '7' for North.

X_EXIT
This is the X axis value of the exit cell from the tunnel. Derived in the same way as a waypoints X value.

Y_EXIT
This is the Y axis value of the exit cell from the tunnel. Derived in the same way as a waypoints Y value.

N,N,N,N,N,N,N...
This long string of numerical values determines the movement and direction of the units that traverse the tunnel. There should be 100 numbers (suggesting a maximum tunnel length, although that is enough, as in theory that could make a tunnel at least as long as a map). Each number is the direction to the next square and once the tunnel has enough values the rest will contain a value of '-1'. Directions are defined as in the DIRECTION value (above).