Author Topic: New floor object name?  (Read 1158 times)

Just a quick question: how do I get the ID/properties of the new, presumably scripted, map floor? Did it even change at all?

I would like to know this too because I want to change it's Z location.

I wanna know this too, all I know is it's typemask ($TypeMasks::TerrainObjectType).

@op
Just do /getId while looking at it whilst ingame. Then do id.dump();

@demian
Get the id the same way, then do id.setTransform(position);

@op
Just do /getId while looking at it whilst ingame. Then do id.dump();

@demian
Get the id the same way, then do id.setTransform(position);
But the ID will change when you restart the server so there must be another way to get the ID via some function or something.

But the ID will change when you restart the server so there must be another way to get the ID via some function or something.
That's not how it worked in v20, so I don't see why that would change.

But the ID will change when you restart the server so there must be another way to get the ID via some function or something.

Loop through the server connection.

> /getID
> ID.getName() ???

It's called "GroundPlane"


But the ID will change when you restart the server so there must be another way to get the ID via some function or something.
...
I'm telling you to do it once so that you can get all the attributes of it and then find it again later

question: why can't we have sloped ground planes?

question: why can't we have sloped ground planes?
More work than it's worth

question: why can't we have sloped ground planes?
I bet you can... But why?

Some details:

Class used by planes: fxPlane
Typemask used by planes: $TypeMasks::TerrainObjectType
Name of the plane built into the Slate: groundPlane

You can create, modify and remove ground planes like normal objects.
They have parameters such as "position", "rotation" and "scale".
To change the texture path or texture size, modify the topTexture, bottomTexture or loopsPerUnit and call the sendUpdate method on it.

That's not how it worked in v20, so I don't see why that would change.
Kidding right?