Guess I'll wait for plainab to come chew that over and update his code. I get it in theory, but like him, I'd need to puzzle it out or see it in practice.It can easily do deletes. You just have to do the DELETE_BYTES yourself, set the variable "Q_ManualInsert" to 1 so that it skips doing the INSERT_BYTES, and then set the variable that normally tells the macro how many of that type of record you want to create to a negative number. The macro then goes through and updates all the offsets for you.
Read it, but... it's not exactly a working example. You seem to be forgetting I'm a half-orc .If you want the simple explanation of how to use my macros, including the list of variables that need to be set to make it work, see post #29.
So if I want to add a new container (including the 6 vertices that define it)...
COPY_EXISTING ~ar9999.are~ ~override~ SET "Q_New_Conta" = 1 // Number of New Containers SET "Q_New_Vertx" = 6 // Number of New Vertexes PATCH_INCLUDE ~Q_ARE_InitVars~ PATCH_INCLUDE ~Q_AREAdd_InitVars~Eh? Don't you want to SET your variables before calling the macro so it can pick them up, then do a PATCH_INCLUDE for external macros instead of LAUNCH_PATCH_MACRO? Then what? How do I define the vertices? I gathered I invoke another macro, but I didn't really see any actual code there, just some variable lists.
And if it seems like you're explaining the same thing over and over, remember again you're dealing with a half-orc, and this is all in the name of posterity and clarity, and that one day you can say RTFM with authority because it's all clearly defined and even included with WeiDU and its documentation (one day) .
(Incidentally, have you thought about adding BG2 animations to PS:T? Because it looks like the reverse movement may be gaining ground again, and perhaps it can be reverse engineered to benefit PS:T mods.)
Edited by Miloch, 01 June 2009 - 11:33 PM.