Marker tile changes in 1.3?

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sentinel
Posts: 23
Joined: Thu Jan 26, 2017 9:29 am

Marker tile changes in 1.3?

Post by sentinel »

- Adjust accessibility of some of the marker tile variables to make them more mod-friendly. 2260
This is from the changelog and i wonder what exactly changes?

The community highlander has https://github.com/X2CommunityCore/X2Co ... issues/220
Allow mods to get more information about the currently previewed movement path. I'm especially interested in the following for use in Gotcha Again:
var private bool WaypointModifyMode; // toggle set by ui to show waypoint add/remove markers. doesn't change behavior, just looks
var private array HazardMarkers; // all tiles with a hazard on them
var private array NoiseMarkers; // all tiles with a noise marker on them
var private array ConcealmentMarkers; // all tiles with a concealment marker on them
Does this overlap, is it equal or something else?
tracktwo
Long War Dev
Posts: 241
Joined: Sat Jan 07, 2017 7:43 pm

Re: Marker tile changes in 1.3?

Post by tracktwo »

Basically the same stuff. The CH added the WaypointModifyMode as well. We only did the three marker arrays, which was what the author of Gotcha Again asked about, but he may have asked for the other one too or the CH guys thought that one would also be more useful.

Making these non-private is just a convenience for modders, the game doesn't actually enforce any access rules at runtime, the changes are only necessary to make the script compiler happy.
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