Have the large tunnels been fixed for 1.3? In the public beta they are all messed up. Has somebody fixed that? If so are there some ODF's maybe that I could have. I'm making a map and I could Really use those large tunnels in a working order.
Thanks Bull Dog.
zero angel made a nice guide, you can probablly make your own, but you will need to work a bit in threed.
http://www.bzuniverse.com/~zeroangel/reference/tunnel.php
I sent the fixed tunnel ODFs to Commando to send to Nathan or Ken. I'm not sure whether they were included in the latest builds.
Though I wouldnt be surprised if they weren't. I inadvertently broke compatibility with existing tunnel entrance using maps by changing the classlabel of the tunnel entrances (to i17building) so that units would actually enter them, because terrain classlabel doesnt support tunnel configs.
If the classlabel thing cannot be fixed, I would suggest to the 1.3 devs that the old tunnel entrances get phased out by using new ODF names (ie: pbtunn04a) and changing the editor 'tunnel' entry to point to the new (fixed) tunnel entrance ODFs.
Is there a working set of large tunnel ODF's that you could send me ZA? I wouln't be publically releasing my map anytime soon (read probebly never).
Thanks Bull Dog
www.bzuniverse.com/~zeroangel/misc_files/fixedtunnels.zip
Not quite sure what the ODF name of the hi-side entrance is, but thats the one with changed classlabel, hence compatibility issues with existing maps that use it.
Obligatory newb warning: Be sure to rename the ODFs with a unique filename if re-distributing them with a map.
Thanks alot ZeroAngel. And don't worry I'm not a newbe :-D .