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[ARES] Dock and Exitcoord finder
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UNSC THE CHILL OF WAR
Combat Engineer


Joined: 15 Nov 2017

PostPosted: Sun Feb 27, 2022 7:24 pm    Post subject:  [ARES] Dock and Exitcoord finder
Subject description: An attach effect animation to find coords for factories
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I made an Attach effect animation spawned via superweapon to find the Coordinates of Shps for ExitCoord or Dock (Requires Ares)
Inspired by MigEater's FLH Finder
All the code needed is included in the text file
Edit: Fixed incorrect numbers



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coordfinder.png



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Last edited by UNSC THE CHILL OF WAR on Mon Feb 28, 2022 4:45 pm; edited 1 time in total

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Sun Feb 27, 2022 10:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Umm, shouldn't that be 256, 512, 768, then 1024?

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Last edited by MRMIdAS on Sun Feb 27, 2022 11:01 pm; edited 1 time in total

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Sun Feb 27, 2022 10:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

delete this, I derped

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UNSC THE CHILL OF WAR
Combat Engineer


Joined: 15 Nov 2017

PostPosted: Mon Feb 28, 2022 4:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

MRMIdAS wrote:
Umm, shouldn't that be 256, 512, 768, then 1024?

your right, i didnt realize that, thanks
edited original post with fix

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McPwny
Cyborg Artillery


Joined: 29 Jan 2018

PostPosted: Mon Feb 28, 2022 11:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

nice one. just spamming in coord numbers untill it starts to work is the worst.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Mar 06, 2022 3:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Neat idea & nice to see that I've inspired others to try this approach. Personally though I never found setting the dock difficult as most of the time it's just a multiple of 255, hardiest part is remembering if I need a positive or negative number #Tongue

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Mon Mar 07, 2022 5:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Inspiration for all #Tongue

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GlaWorker
Vehicle Driver


Joined: 01 May 2022

PostPosted: Mon Dec 26, 2022 1:06 am    Post subject: Reply with quote  Mark this post and the followings unread

I have used this in FinalAlert, just attaching like ActiveAnim or BibShape. I think in some cases this method is more convenient. And the map editor loads faster than the game.



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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Tue Dec 27, 2022 3:35 am    Post subject: Reply with quote  Mark this post and the followings unread

I dare say almost nobody will use fractional cell locations for placing units for such a detailed grid. All you really need to know is 128 is half a cell for centering, incremented by the number of full cells which are 256.

I might be one of the only ones who has used a complex arrangement of centers and edges for my airbase.



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McPwny
Cyborg Artillery


Joined: 29 Jan 2018

PostPosted: Tue Dec 27, 2022 3:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

i reckon it would be used more if the Z offset worked for docks and we could design elevated docks

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