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.
A Hill is nothing like what I'm saying.
Don't play stupid just to be correct.
If you can modify how fucking big the Hill is in the usermap ingame, gee I wonder if you can modify it in a program...
Jesus christ.
Hijikata wrote:The fact you love Jesus doesn't change the fact you're a *** mental patient. It just means you're a mental patient with a great imaginary friend.
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.
A Hill is nothing like what I'm saying.
Don't play stupid just to be correct.
If you can modify how *** big the Hill is in the usermap ingame, gee I wonder if you can modify it in a program...
Jesus christ.
Jeez, nice way to be a douche for absolutely no reason. I ask a fucking question, and you flip out. You never even answered it either, you chose to misinterpret what I said, and then when I clarified, instead of attempting to help, you flip out. What the fuck is wrong with you? I was asking if anyone has attempted to replace those same values on a nutblocker, not asking if I can change a hill in a 'program'. It obviously saves the dimensions in the usermap, so OBVIOUSLY you can change it. You have issues dude.
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.
A Hill is nothing like what I'm saying.
Don't play stupid just to be correct.
If you can modify how *** big the Hill is in the usermap ingame, gee I wonder if you can modify it in a program...
Jesus christ.
Jeez, nice way to be a douche for absolutely no reason. I ask a *** question, and you flip out. You never even answered it either, you chose to misinterpret what I said, and then when I clarified, instead of attempting to help, you flip out. What the *** is wrong with you? I was asking if anyone has attempted to replace those same values on a nutblocker, not asking if I can change a hill in a 'program'. It obviously saves the dimensions in the usermap, so OBVIOUSLY you can change it. You have issues dude.
It does not save the dimensions of the hills... It stores the points(each a seperate placement block) and links them together based on some sort of ID, I would assume...
LuxuriousMeat wrote:
It does not save the dimensions of the hills... It stores the points(each a seperate placement block) and links them together based on some sort of ID, I would assume...
Thank you very much for a straight answer, I appreciate it immensely. It would be stored as enum data correct?
LuxuriousMeat wrote:
It does not save the dimensions of the hills... It stores the points(each a seperate placement block) and links them together based on some sort of ID, I would assume...
Thank you very much for a straight answer, I appreciate it immensely. I had assumed it would be stored as enum data, or numerical
Yeah I cant say for sure cause Ive never checked it out but their probably linked the same way teleporters are, possibly even using the same value.
Edit: 3.0 is now up for download
Now what I need is more suggestions for 3.1. I'm already working on getting an advanced editing mode that allows you to edit all the unknown values of a usermap. I just cant think of anything new to add atm
well i have a quite an idea for a feature (more for myself if i get better at visual C#). The idea is to gather all the blank "heatmaps" from bungie.org, then when i open a map the heatmap opens. on the heatmap however are dots that show the proportional locations of all the added slots (300 +). Basically a way of locating where your objects are.
of course while this is not impossible it is however hard.
right now however i will keep working to see if i can make a visual calculator
kornman00 wrote:Or make something to import\export to a .obj file the locations\rotations of all the objects.
that's an even better idea, eventually somewhere along the line a type of viewer would be AWESOME!
I've been throwing that idea for a long time now.
Don't worry, Detox has something much better in the works.
Hijikata wrote:The fact you love Jesus doesn't change the fact you're a *** mental patient. It just means you're a mental patient with a great imaginary friend.