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#1 (permalink) |
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Join Date: Jan 2003
Posts: 77
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...doesn't work, the Z coordinate is set to the same as the object you click on. I know this is not a bug, but it would be rather convenient if, when an X/Y/Z is present in the property list, the item location would be overridden with the specified coordinate.
As things stand now, if I need to create a bunch of items not on ground level, I have to set Z on each of them individually, which is a bit of a waste of time. ![]() |
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#2 (permalink) |
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No, even if they are in a stack you can still use "[area set z [z]" and simply target the stack twice and all of them will be raised to [z] level. Of course if they are not in a stack you can use the [area command to target the entire group of them. If they are in an irregular pattern and there are other items in there which you do not want to change the z of, you can use "[m set z [z]" to bring up the targetting cursor again and again after you click until you press ESC.
It would be nice if you could add with a z property, but if it is neccessary that players do not see it when it is on ground level, you could always do "[add thingymabob set visible false" and then just "[set visible true" after the z has been properly set. ![]() |
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