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We need access to a level's name and coordinates
Posted: Fri Oct 31, 2014 1:11 am
by MrChoke
Is it just me or this a big hole in what we can get access to for modding. All we have is the have the "map" object and that gives us only two read-only properties, its width and height. This is completely useless to anyone since these values are always 32x32. What we don't get access to is a level's name, and more importantly, its X,Y and Z coordinates in the world. We need access these values. At the very least make them read-only but if they could be changed that would very cool.
Are we going any responses from AH to this or many other burning questions that the modding community has????
Re: We need access to a level's name and coordinates
Posted: Fri Oct 31, 2014 10:43 am
by Doridion
Ahem ... 32x32 maps .... with possibility to "connect" maps between them (
Skuggs video tutorials part 3 ). If you connect by "exits", you can easily have a 256x256 map at the same level. For other levels, you can create them by changing the Z position in the level properties

In a same map, you can also "level" by the "Floor" option ( -7 > 0 > +7 .... 15 heights of difference ).
For "read only" conponent, you can define them, you got enough scripts, examples, etc etc in the forum. Try to search what you want in the
Superthread, or ask for help in the
Q&A thread 
Got a 40 levels dungeon in actualy in prepare, and i can say to you than it's largely enough for "verticality" and "flexibility".
For AHTeam responses, I think they're little busy by editing the Modding section, and as everybody, you can just wait some days/weeks to have all the section complete. Waiting to download the asset pack too, but not a reason to shout after them

Re: We need access to a level's name and coordinates
Posted: Fri Oct 31, 2014 1:47 pm
by MrChoke
I am aware of all of these things you told me. None of it answers my question. Well, alright, I think you suggested that I can "hard-code" a level's X, Y and Z as global variables in a script. But what if I don't want to hard code them. The game knows a level's X, Y and Z when it runs. Seems like its not asking too much to be able to access that.