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Re: New Feature: drag people & corpses[message #360672 is a reply to message #360547] Fri, 24 July 2020 01:07 Go to previous messageGo to previous message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
BEHOLD:



  • We can now drag any 1-tile, structure that is not a wall/roof/light/switch/person/corpse/vehicle/cavewall/fence and is defined in TableData/Items/StructureMove.xml. In there we have entries like this:
    <STRUCTURESLIST>
    	<STRUCTURE><!--  -->
    		<szTileSetDisplayName>Gas cylinder</szTileSetDisplayName>
    		<szTileSetName>ASTUFF1.sti</szTileSetName>
    		<allowedtile>0</allowedtile>
    		<allowedtile>1</allowedtile>
    	</STRUCTURE>
    
    that define what specific tiles from which tileset can be dragged, and under what name.
  • We obviously can't drag through walls, or into water etc. The structure will be placed in the tile we just left when we move.
  • Ordering a merc to drag a structure works as usual: be in crouched position, have your main hand free and be next to the thing.
  • If the item is a container, moving over items will place them inside. Otherwise the items will be placed on top.
  • Items now also move with dragged corpses. This has the amusing sideeffect of corpses functioning like vacuum cleaners, though they do leave obvious marks behind...
  • No, you cannot move minefields this way. Mines and some action items don't move, which we saw in the video with the switch-activated explosion. Traps on locks do, however, which Trevor shows off.
This feature has been added in r8870 & GameDir r2558.
This is fully savegame compatible.
Using the new exe without the new GameDir will cause your mom to publically denounce you as an asset flip.

[Updated on: Fri, 24 July 2020 01:12]




I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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