Sandbox 3.3

Post utilities designed for Halo 3.
sneakyn8





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Post by sneakyn8 »

i tried it out for the first time today and i think it would be great if it had more pictures
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unknownv2





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Post by unknownv2 »

Somebody mind sending me their version edited?
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shade45




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Post by shade45 »

No problem, check your pm's.
sneakyn8 wrote:i tried it out for the first time today and i think it would be great if it had more pictures
I made a bunch more earlier today that will be in the next release.
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unknownv2





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Post by unknownv2 »

Okay, I have one suggestion for the next Sanbox. How about you make a drop down menu for the types of slots. So you can hide and show whatever types you want.
xI_V3n93ance_Ix





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Post by xI_V3n93ance_Ix »

@shade45
I still have the problem ...
I tried to Update my .net Frameworks but it just dont want to work.
The older Version, 1.5 works perfect.

Someone here said he installed ALL the .net Frameworks and you said that he should de-install the older ones ...
I would do that too, but I need them to run "Visual C# 2008" ...

Is there a another way to get the App running ?
Maybe you Update the source and I compile it as x64 ...

greetz
Vene
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LuxuriousMeat





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Post by LuxuriousMeat »

xI_V3n93ance_Ix wrote:@shade45
I still have the problem ...
I tried to Update my .net Frameworks but it just dont want to work.
The older Version, 1.5 works perfect.

Someone here said he installed ALL the .net Frameworks and you said that he should de-install the older ones ...
I would do that too, but I need them to run "Visual C# 2008" ...

Is there a another way to get the App running ?
Maybe you Update the source and I compile it as x64 ...

greetz
Vene
There's your problem, this is compiled for x86.
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shade45




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Post by shade45 »

unknownv2 wrote:Okay, I have one suggestion for the next Sanbox. How about you make a drop down menu for the types of slots. So you can hide and show whatever types you want.
Ive already got that ready for the next release :)
sneakyn8





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Post by sneakyn8 »

shade45 wrote:
unknownv2 wrote:Okay, I have one suggestion for the next Sanbox. How about you make a drop down menu for the types of slots. So you can hide and show whatever types you want.
Ive already got that ready for the next release :)
woot you might want to update your sig tho
Lone_Wolf





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Post by Lone_Wolf »

Are we able to add images of our own?
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Eaton




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Post by Eaton »

Lone_Wolf wrote:Are we able to add images of our own?
Yes. Just name the image the name of the tag the image is for.
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LuxuriousMeat





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Post by LuxuriousMeat »

Eaton wrote:
Lone_Wolf wrote:Are we able to add images of our own?
Yes. Just name the image the name of the tag the image is for.
But, replace all the back slashes in the tag name with underscores.
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ManBearPig_06





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Post by ManBearPig_06 »

I have to say I think you are doing a great job with the updates, taking in almost every good suggestion. I lold the first time I saw the new save screen. Someone above already suggested minimizing the slots by type, so I'll add support to that idea.

I was wondering if you would add all of the item properties as like an 'advanced mode', like the extra yaw pitch roll(whatever they might be for), and hill and territory dimensions. Also wondering if you know, can you adjust the dimensions of invisible barriers using the same data points as the rectangle hill dimensions?
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Veegie




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Post by Veegie »

ManBearPig_06 wrote:Also wondering if you know, can you adjust the dimensions of invisible barriers using the same data points as the rectangle hill dimensions?
If you're referring to the things that keep you within the maps, no.
They're stored in the actual map file, not a usermap.
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skyliner99





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Post by skyliner99 »

ManBearPig_06 wrote:I have to say I think you are doing a great job with the updates, taking in almost every good suggestion. I lold the first time I saw the new save screen. Someone above already suggested minimizing the slots by type, so I'll add support to that idea.

I was wondering if you would add all of the item properties as like an 'advanced mode', like the extra yaw pitch roll(whatever they might be for), and hill and territory dimensions. Also wondering if you know, can you adjust the dimensions of invisible barriers using the same data points as the rectangle hill dimensions?
like that idea too

also just a minor suggestion, could you make the scroll wheel on the mouse scroll through the menu instead on changing the display type

GREAT APP keep up the good work
ManBearPig_06





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Post by ManBearPig_06 »

I am not referring to the map bounds, I am referring to the nutblocker, box_xl, wall_xl and so on.
skyliner99 wrote:
like that idea too

also just a minor suggestion, could you make the scroll wheel on the mouse scroll through the menu instead on changing the display type

GREAT APP keep up the good work
I was able to scroll through the slots just fine.
skyliner99





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Post by skyliner99 »

ManBearPig_06 wrote:
Veegie wrote: I am not referring to the map bounds, I am referring to the nutblocker, box_xl, wall_xl and so on.
skyliner99 wrote:
like that idea too

also just a minor suggestion, could you make the scroll wheel on the mouse scroll through the menu instead on changing the display type

GREAT APP keep up the good work
I was able to scroll through the slots just fine.
yea nvm, i had the dialogue box in the top corner highlighted
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Veegie




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Post by Veegie »

ManBearPig_06 wrote:I am not referring to the map bounds, I am referring to the nutblocker, box_xl, wall_xl and so on.
No.
That would require you to modify the tag itself.
All you can mod inside of a usermap is what tag is referenced where(generally).
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unknownv2





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Post by unknownv2 »

Shade, check convenant carbine. You got that mixed up for the beam rifle.
ManBearPig_06





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Post by ManBearPig_06 »

Veegie wrote:
ManBearPig_06 wrote:I am not referring to the map bounds, I am referring to the nutblocker, box_xl, wall_xl and so on.
No.
That would require you to modify the tag itself.
All you can mod inside of a usermap is what tag is referenced where(generally).
So you can't change the dimensions of a hill in hex? I don't think that is true. I was asking if anyone has tried to use those same variables (like how spare clips and teleporter channels are in the same place) to adjust the dimensions of a nutblocker, or if they are predefined sizes.
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unknownv2





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Post by unknownv2 »

ManBearPig_06 wrote:
Veegie wrote:
ManBearPig_06 wrote:I am not referring to the map bounds, I am referring to the nutblocker, box_xl, wall_xl and so on.
No.
That would require you to modify the tag itself.
All you can mod inside of a usermap is what tag is referenced where(generally).
So you can't change the dimensions of a hill in hex? I don't think that is true. I was asking if anyone has tried to use those same variables (like how spare clips and teleporter channels are in the same place) to adjust the dimensions of a nutblocker, or if they are predefined sizes.
You can't change the size of anything. You can only spawn it as it is.
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