Delete off map units in loathing

A forum for discussing map making ideas and problems for the Myth series.
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Zeph
Posts: 1019
Joined: Wed Apr 13, 2005 4:57 pm
Location: Montreal

Delete off map units in loathing

Post by Zeph »

I have about 100 units that I placed off map by mistake.

I dont want to delete unit definition because I have about 800 already placed units of the same kinds placed around the map. It would suck to redo that again...

Is there a way to delete those units ?
gugusm
Posts: 487
Joined: Mon Aug 22, 2005 1:16 pm
Location: Klucze, Poland
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Post by gugusm »

How did you placed your units?

I'm asking, because I had similar problem once, I placed one unit and set it very high above the mesh accidentally and I just couldn't select it. If you did the same thing, you can try to lower your mesh in this area, so these units may become visible and selectable. I don't know if there's another way to delete units...
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Addode
Posts: 5
Joined: Thu Oct 18, 2007 6:37 pm

Post by Addode »

maybe try importing a bigger colour map?
i haven't tried it but it's an idea
.....Gamer Tec.
A-Red
Posts: 771
Joined: Fri Jul 23, 2004 8:36 pm

Post by A-Red »

I don't suppose you put them in the script before they got moved there? If you did, you can double-click on a monster in a subj or obje or whatever, and actually edit its location from within the map action.
Zeph
Posts: 1019
Joined: Wed Apr 13, 2005 4:57 pm
Location: Montreal

Post by Zeph »

I decided to replace all units and the map works perfectly, yeh another Sf2 coop :P

ARed's idea might have worked, though there was 1000 units in that subj list and finding the bad 100 would have been quite long hehehe.

How I placed them is with a duplicate of 500 units and then moving them. The platoon is so large that for some reason, when i started moving them all at once, it wasnt centered and a bunch of them clumped off map
A-Red
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Joined: Fri Jul 23, 2004 8:36 pm

Post by A-Red »

Zeph wrote:yeh another Sf2 coop :P
You know, some of us haven't played any of them yet. it's amazing how much 4th-party development there is already for SF2 maps, given that SF2 itself is still in progress.
Zeph wrote:ARed's idea might have worked, though there was 1000 units in that subj list and finding the bad 100 would have been quite long hehehe.
Wow. Can a subject list really handle that many subjects? I've never tried much more than a hundred in one action. I guess they wouldn't all be visible at once though...
gugusm
Posts: 487
Joined: Mon Aug 22, 2005 1:16 pm
Location: Klucze, Poland
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Post by gugusm »

A-Red wrote:
Zeph wrote:ARed's idea might have worked, though there was 1000 units in that subj list and finding the bad 100 would have been quite long hehehe.
Wow. Can a subject list really handle that many subjects? I've never tried much more than a hundred in one action. I guess they wouldn't all be visible at once though...
Yeah, I think something screws up if you have more than 128/256(?) subjectsin a list.
Gleep
Posts: 291
Joined: Sun Aug 14, 2005 10:18 am

Post by Gleep »

You could expand the map borders in loathing.
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