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[2016-6-15. : 9:14 pm]
Corbo -- yeah, except I don't know how to do that ;o
[2016-6-15. : 9:14 pm]
poiuy_qwert -- At a high level; have a function similar to getTileAt to lookup the megatile group index (also includes megatile group tile index) from the MTXM section. Then use the megatile group index to get the megatile group from the cv5 (megaTileArray in GPTP)
[2016-6-15. : 9:13 pm]
Corbo -- I get it. Because that's just the struct for each tile, but the program will not work what type of tile it is, it will just know it is a tile, so you have to make it figure out its tile index in the map and then figure out what "type" of tile it is with that ID, or something like that no? like you have to cross search between the map and the struct
[2016-6-15. : 9:13 pm]
poiuy_qwert -- actually the Tile struct is technically the megatile Group
[2016-6-15. : 9:08 pm]
KYSXD -- SCBW_DATA(Tile**, megaTileArray, 0x00628458); ?
[2016-6-15. : 9:07 pm]
poiuy_qwert -- nope
[2016-6-15. : 9:07 pm]
Corbo -- so it will work by just duplicating activetile and modifying accordingly?
[2016-6-15. : 9:06 pm]
KYSXD -- So... that should solve the problem
[2016-6-15. : 9:06 pm]
Corbo -- KYSXD
KYSXD shouted: Isn't the TILE struct the megaTile struct?
ya
[2016-6-15. : 9:06 pm]
KYSXD -- Well... the megaTile array is in 0x00628458
[2016-6-15. : 9:06 pm]
poiuy_qwert -- KYSXD
KYSXD shouted: Isn't the TILE struct the megaTile struct?
Yeah
[2016-6-15. : 9:05 pm]
KYSXD -- Isn't the TILE struct the megaTile struct?
[2016-6-15. : 8:59 pm]
Corbo -- Okay, *I* need it. But it would be cool to have it on GPTP too.
[2016-6-15. : 8:59 pm]
Corbo -- somebody write that function. GPTP NEEDS IT.
[2016-6-15. : 8:58 pm]
KYSXD -- poiuy_qwert
poiuy_qwert shouted: yeah that wont work :P
<---
[2016-6-15. : 8:58 pm]
Corbo -- thought so :lol:
[2016-6-15. : 8:58 pm]
poiuy_qwert -- yeah that wont work :P
[2016-6-15. : 8:57 pm]
Corbo -- poiuy_qwert
poiuy_qwert shouted: well it depends how getTileAt works :P its more involved then the ActiveTile stuff, like you have to lookup the tile index in the MTMX section of the map and then lookup the TILE going through the cv5
I basically just copied getActiveTileAt :lol: and edited to use TILE instead :lol:
[2016-6-15. : 8:55 pm]
poiuy_qwert -- well it depends how getTileAt works :P its more involved then the ActiveTile stuff, like you have to lookup the tile index in the MTMX section of the map and then lookup the TILE going through the cv5
[2016-6-15. : 8:55 pm]
Corbo -- so, which one of these would be "unknown 9" in PyMS? :P
[2016-6-15. : 8:52 pm]
Corbo -- if this will actually work in game that's another issue :P
[2016-6-15. : 8:52 pm]
Corbo -- http://imgur.com/u40EXqJ
[2016-6-15. : 8:51 pm]
poiuy_qwert -- ah just took a look at the ActiveTile struct, my thought was wrong
[2016-6-15. : 8:51 pm]
Corbo -- I think I got it, though...
[2016-6-15. : 8:49 pm]
Corbo -- I'm not sure what you mean now :P
[2016-6-15. : 8:49 pm]
poiuy_qwert -- how have you confirmed that? did you check all the unknowns? did you check for unused flags in the fields that are not unknown that you could leverage?
[2016-6-15. : 8:47 pm]
Corbo -- poiuy_qwert
poiuy_qwert shouted: so you should be able to use ActiveTile, unless those don't actually copy the unknowns from the tileset files
it doesn't.
[2016-6-15. : 8:47 pm]
poiuy_qwert -- so you should be able to use ActiveTile, unless those don't actually copy the unknowns from the tileset files
[2016-6-15. : 8:47 pm]
poiuy_qwert -- no, but it is a representation of those tiles for the active game, so the values in the ActiveTile are from the tileset struct, just updated to represent the "active" state
[2016-6-15. : 8:46 pm]
Corbo -- :lol:
[2016-6-15. : 8:46 pm]
Corbo -- that should work, no?
[2016-6-15. : 8:46 pm]
Corbo -- so what I am doing right now is just duplicating all of the activetile related code and modifying it to use TILE struct instead :P
[2016-6-15. : 8:45 pm]
Corbo -- I don't want to use activeTile because it's not the struct I want.
[2016-6-15. : 8:45 pm]
poiuy_qwert -- oh i think I get what you were talking about. Yeah you could copy ActiveTile struct and name it "MyModActiveTile" and create another pointer to the ActiveTile array and use the updated struct to access the unknown with a valid name, without having to modify GPTP internals
[2016-6-15. : 8:42 pm]
poiuy_qwert -- Corbo
Corbo shouted: It would be easier if I could just make my own SCBW_DATA type to call it and so I can edit the unknown flags with something like pyTile
I think what you actually mean is you don't like the idea of using the name "unknown" in your code, so you can just rename the property on the ActiveTile struct: https://github.com/SCMapsAndMods/general-plugin-template-project/blob/7c7fb430c508e3343ebe11c8f92654f6e2e16ef0/GPTP/src/SCBW/structures.h#L212
[2016-6-15. : 8:37 pm]
poiuy_qwert -- SCBW_DATA is just a convenience macro to create a type safe pointer access to already existing BW memory: https://github.com/SCMapsAndMods/general-plugin-template-project/blob/7c7fb430c508e3343ebe11c8f92654f6e2e16ef0/AiResourceInflater/SCBW/scbwdata.h#L11
[2016-6-15. : 8:37 pm]
KYSXD -- poiuy_qwert
poiuy_qwert shouted: Corbo What? That doesn't really make sense, you don't need to do anything to edit the unknowns in PyTILE and then read them (as long as those unknowns are actually copied into the active tiles)
Yeah, just edit them in PyTILE and manage them in GPTP. Just remember what member are you playing with,
[2016-6-15. : 8:35 pm]
KYSXD -- It's possible to create an SCBW_DATA new type?
[2016-6-15. : 8:35 pm]
poiuy_qwert -- Corbo
Corbo shouted: It would be easier if I could just make my own SCBW_DATA type to call it and so I can edit the unknown flags with something like pyTile
What? That doesn't really make sense, you don't need to do anything to edit the unknowns in PyTILE and then read them (as long as those unknowns are actually copied into the active tiles)
[2016-6-15. : 8:33 pm]
Corbo -- It would be easier if I could just make my own SCBW_DATA type to call it and so I can edit the unknown flags with something like pyTile
[2016-6-15. : 8:32 pm]
KYSXD -- Corbo
Corbo shouted: KYSXD KYSXD That'd be the easy way, but you'd have to consider that there's unbuildable, walkable tiles on several tilesets, like i can think of desert spikes
That's where you add your modifier based on the tileset. There are only 8 tilesetTypes, and the you could use if/switch to check the tilesetType and run your desired behaviour
[2016-6-15. : 8:26 pm]
poiuy_qwert -- Corbo
Corbo shouted: and this: inline ActiveTile& getActiveTileAt(s32 x, s32 y) { return (*activeTileArray)[(x / 32) + mapTileSize->width * (y / 32)]; }
Corbo
Corbo shouted: like, all of this allows me to just do (in gptp) do like ActiveTile currentTile; currentTile.hasCreep;
Yeah that sounds fine, what is the issue?
[2016-6-15. : 8:25 pm]
Corbo -- KYSXD
KYSXD shouted: Corbo Maybe you could just assume alwaysUnbuildable+walkable tiles are your desired tiles and set a modifier based on tilesetType
KYSXD
KYSXD shouted: Just care with ramps :P
That'd be the easy way, but you'd have to consider that there's unbuildable, walkable tiles on several tilesets, like i can think of desert spikes
[2016-6-15. : 8:23 pm]
Corbo -- NudeRaider
NudeRaider shouted: " gain acceleration when walking on lava" :lol:
cause, you know, it's burning :lol:
[2016-6-15. : 8:20 pm]
Corbo -- like, all of this allows me to just do (in gptp) do like ActiveTile currentTile; currentTile.hasCreep;
[2016-6-15. : 8:18 pm]
Corbo -- and this: inline ActiveTile& getActiveTileAt(s32 x, s32 y) { return (*activeTileArray)[(x / 32) + mapTileSize->width * (y / 32)]; }
[2016-6-15. : 8:18 pm]
Corbo -- like, I think I'd need a line like this: SCBW_DATA(ActiveTile**, activeTileArray, 0x006D1260);
[2016-6-15. : 8:17 pm]
Corbo -- but I don't know how to implement it so I can write a function that allows me to know when X unit is on top of X tile.
[2016-6-15. : 8:16 pm]
Corbo -- ya, I know.
[2016-6-15. : 8:14 pm]
poiuy_qwert -- Corbo
Corbo shouted: jjf28 but I don't know how to do that :P
Maybe this is the offset you need: http://farty1billion.dyndns.org/euddb/?pg=entry&addr=0x006D5EA0&ver=1.16.0&plat=win
[2016-6-15. : 8:03 pm]
Dem0n -- Moose pls fix map
[2016-6-15. : 8:01 pm]
Corbo -- jjf28
jjf28 shouted: Corbo just get the tile number and traverse the tileset structs yourself
but I don't know how to do that :P
[2016-6-15. : 7:57 pm]
Moose -- Ayyyyyyy jjf gonna make fat $tack$
[2016-6-15. : 7:53 pm]
jjf28 -- apologies Zoko-TkZ, just got a job offer so Ima push UnitViewer back 2 days :/
[2016-6-15. : 7:52 pm]
jjf28 -- Corbo
Corbo shouted: ActiveTile seems to have a different struct than Tile anyway, so I can't use this function. D:
just get the tile number and traverse the tileset structs yourself
[2016-6-15. : 6:19 pm]
KYSXD -- Just care with ramps :P
[2016-6-15. : 6:18 pm]
KYSXD -- Corbo
Corbo shouted: I'm trying to make some sort of physics simulation where units would slide when walking on ice, or have special effects on them like burn + gain acceleration when walking on lava, etc...
Maybe you could just assume alwaysUnbuildable+walkable tiles are your desired tiles and set a modifier based on tilesetType
[2016-6-15. : 6:11 pm]
NudeRaider -- " gain acceleration when walking on lava" :lol:
[2016-6-15. : 6:06 pm]
Corbo -- this sucks. Problem just got more complicated
[2016-6-15. : 5:59 pm]
Corbo -- ActiveTile seems to have a different struct than Tile anyway, so I can't use this function. D:
[2016-6-15. : 5:56 pm]
poiuy_qwert -- Corbo
Corbo shouted: is index something embedded in tile properties?
no, its just its index in the array of tiles
[2016-6-15. : 5:50 pm]
CecilSunkure -- :awesome:
[2016-6-15. : 5:50 pm]
CecilSunkure -- oh you modders :hai:
[2016-6-15. : 5:47 pm]
Corbo -- is index something embedded in tile properties?
[2016-6-15. : 5:42 pm]
poiuy_qwert -- ofc, its poor logic
[2016-6-15. : 5:41 pm]
Corbo -- should probably fix that since the ones in the MPQ are .CV5
[2016-6-15. : 5:41 pm]
Corbo -- that was it.
[2016-6-15. : 5:40 pm]
poiuy_qwert -- I think it might be because your cv5 has an uppercase extension. Try renaming it to .cv5 instead of .CV5
[2016-6-15. : 5:37 pm]
Corbo -- alright.

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