Re: New feature: Constructable static fortifications (sandbags etc.)[message #314491]
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Mon, 21 January 2013 12:05
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arkanglesk |
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Messages:29
Registered:June 2011 |
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Great! Thanks, now I know I need to change that, Ja2set.dat.xml so the game'll know the stis have been moved, now all I need to do is find it... clues appreciated
By the way, what are .jsd files?
Are those some kind of header for the sti?
What program do I need to view/modify them?
Do I need to mess with those or just copy/past?
Pls bear w/me, I'm really interested but don't really know much about modding...
by the way, just came to me...
Quote:Originally posted by DeppressivesBrot:
No, they weren't and yes, it is that much work. Adding subsets for special stuff like this is relatively straight forward - making them really useable in the editor is a tough nut.
If we just add the subsets, would we be able to build fortifications in-game even if they're not placeable via editor?
[Updated on: Mon, 21 January 2013 12:12] by Moderator Report message to a moderator
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Private 1st Class
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Re: New feature: Constructable static fortifications (sandbags etc.)[message #328398]
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Thu, 21 November 2013 01:35
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Taro_M |
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Messages:292
Registered:November 2008 |
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Maybe you still should look into it. Right now the fortifications feature is pretty much useless as you cant fortify positions in sectors you really need to.
BTW: I wanted to say you wouldnt be able to break AI if you could only build half height sandbags, but I realized that you could just put another sandbag behind it and still block the route.
[Updated on: Thu, 21 November 2013 01:36] by Moderator Report message to a moderator
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Master Sergeant
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Re: New feature: Constructable static fortifications (sandbags etc.)[message #346386 is a reply to message #346382]
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Wed, 27 July 2016 14:02
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Flugente |
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Messages:3509
Registered:April 2009 Location: Germany |
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This post shows the sectors that currently have the required subtileset.
As to your question, not really. The map tilesets are very limited in how many subtileset they allow. Worse, they are often shared between multiple maps. This means you have to look at multiple maps to determine whether a tileset is used, and only if you're lucky and it isn't, you might have luck replacing it. While I coded a small function to help detect that, this requires some debugger and coding knowledge, and still is stupid tedious.
Brute-force replacing tilesets will either crash the game or, at best, make it look like the map file was corrupted, as structures are replaced with other things that make no sense (If I recall, of one used some WF maps with some vanilla tilesets it looked like grass was replaced with coat-hangers and fridges etc.).
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.Report message to a moderator
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