super-truite Posted December 30, 2022 Posted December 30, 2022 I am making a little script to be able to generate missions from a new mission template I am making for my server. I use this tool : With which I can automate a bunch of things, but I have a last automation that I am missing: Some objects like the smoke effects are not automatically sticked to the ground. It means that in each mission generated I will have to manually go to each smoke effect and click on the "stick to ground" button in the editor. Being really bad for repetitive tasks, I am looking for a way to do it in my script. Is there for instance a way to unbinarize the height.dat file of the map ? I guess I could get it contain the data I need to get the height of the ground? Any other (even hacky) ideas ? Is there for instance some object that sticks to the ground during saving that I could use as a temporary object to evaluate the height ? I know most of the objects stick to it in game, but not in the .Mission file
Sketch Posted December 31, 2022 Posted December 31, 2022 Hacky way - place a block entity in the mission where you want the smoke. Get the vector from the block, place smoke using the newly copied vector. Remove block entity from mission. Profit! 1
super-truite Posted December 31, 2022 Author Posted December 31, 2022 great I feared there was no such objects . Thanks a lot, my dream of having to just move objects in the editor to generate a new mission is getting closer
Jaegermeister Posted January 10, 2023 Posted January 10, 2023 (edited) The effects MCU is still an issue. Unfortunately they reset to above ground level somewhat randomly whenever the group they are in is opened. I have not tested it enough to determine exactly how far above ground level they reset to, but I am convinced it’s a bug associated with the ability to raise the height level in the ME. It would require more testing and isolating the issue to be able to report it. I still have to go back and manually reset the height on the final edit of each mission or I get floating explosions and smoke. For that reason, I try to keep effects in a separate folder and not open it once they are placed correctly. Edited January 10, 2023 by Jaegermeister
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