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Problem with tile scanning in Ter Mur
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Topic: Problem with tile scanning in Ter Mur (Read 3424 times)
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NObama
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Problem with tile scanning in Ter Mur
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on:
October 11, 2009, 09:41:04 AM »
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The lumber script I'm using relies on the tilename variable...which doesn't seem to exist in Ter Mur.
Anyone have any ideas on a workaround? I'm thinking something position-based that required me to mark runes in the same spot relative to trees and just blindly chop on a x-y coord...
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Last Edit: October 11, 2009, 09:49:46 AM by NObama
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Endless Night
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Re: Problem with tile scanning in Ter Mur
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Reply #1 on:
October 11, 2009, 04:15:50 PM »
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I suspect this might be a failing in EUO to read the extended map info.. not 100% but thats what i suspect.
http://www.easyuo.com/forum/viewtopic.php?p=353513#353513
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Last Edit: October 11, 2009, 04:19:25 PM by Endless Night
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Re: Problem with tile scanning in Ter Mur
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Reply #2 on:
October 11, 2009, 04:19:22 PM »
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Yes its the same problem with with mining I looked and its not reading any tile info. I guess have to go old school where I used to mark each an x and y for every recall spot.
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Problem with tile scanning in Ter Mur