Author Topic: Problem with tile scanning in Ter Mur  (Read 1902 times)

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Offline NObamaTopic starter

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Problem with tile scanning in Ter Mur
« 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...

 :)
« Last Edit: October 11, 2009, 09:49:46 AM by NObama »

Offline Endless Night

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Re: Problem with tile scanning in Ter Mur
« 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
« Last Edit: October 11, 2009, 04:19:25 PM by Endless Night »
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Offline Petkiller

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Re: Problem with tile scanning in Ter Mur
« 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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