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RE: New Map - 7/8/2021 6:41:41 PM   


Posts: 621
Joined: 6/29/2011
Status: online

ORIGINAL: yobowargames

Hi eddieballgame

Each Map has its own LOS data. At the moment I generate that using a console command (not available in the Production version of the game). Until recently it wasn't totally reliable and I had to hand modifier some. But I think I have it mastered now.

The next step would be to expose that for modders which I can look at doing in a future release.

If you email your map to me I can generate that data for you until it's available for you.

Thank you for this.
Question, The data in the 'map.dat' file can be listed via number lines.
Is there any available information you could share per editing theses numbers by hand?
If not, I understand...thank you again for responding.

< Message edited by eddieballgame -- 7/8/2021 6:42:22 PM >

(in reply to yobowargames)
Post #: 31
RE: New Map - 7/8/2021 6:47:54 PM   


Posts: 297
Joined: 12/27/2017
Status: offline
The map.dat files contain the LOS information. It will be very hard to amend this manually.

The first number is the root hex and the following numbers in the line are the hexes it has LOS to.

As I find out more about what modders need I will expose the tools to allow you to generate the same data.



(in reply to eddieballgame)
Post #: 32
RE: New Map - 7/8/2021 7:22:45 PM   


Posts: 238
Joined: 6/12/2005
Status: offline
Thanks for the response, it's appreciated and it's something to look forward to in the future to work with when it's time.

(in reply to yobowargames)
Post #: 33
RE: New Map - 7/8/2021 9:13:20 PM   


Posts: 621
Joined: 6/29/2011
Status: online
Yes, thank you for the response.

(in reply to Monkie)
Post #: 34
RE: New Map - 7/29/2021 12:48:25 AM   

Posts: 33
Joined: 8/13/2018
Status: offline
Definitely looking forward to the future with Map editing w/LOS.
Some of us really enjoy not only the game itself but creating custom/historical scenarios with new map designs to share with all.
Certainly not to the massive amounts that Rico puts forth...


(in reply to eddieballgame)
Post #: 35
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