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deadcanadian

Reach Sandbox Saving

6 posts in this topic

upon searching through the .map and testing things with the sandbox i came upon the proper way to which it saves the maps. which actually allows us to mod them, if we could find a proper struct with the same format that links to another objects.

First off in the list it links to the different sections such as vehicles then the chunks inside of each of those.

Saving from what i can tell saves the offset of the class of object, then the chunk index.

if we could find another struct with the format of


<struct name="Sandbox" offset="572" visible="true" size="20">
<stringid name="Parent Class" offset="0" visible="true" />
<Enum8 name="Visability" offset="4" visible="True" >
<option name="True" value="0" />
<option name="False" value="1" />
</Enum8>
<struct name="Class" offset="8" visible="true" size="24">
<stringid name="Sub Class" offset="0" visible="true" />
<struct name="Variant Chunks" offset="4" visible="true" size="24">
<stringid name="Name" offset="0" visible="true" />
<float name="Name test" offset="0" visible="true" />
<tagref name="Object" offset="4" visible="true" />
<float name="Variant" offset="20" visible="true" />
</struct>
<int name="Spawn Ammount" offset="16" visible="true" />
<int name="Spawn Cost" offset="20" visible="true" />
</struct>
</struct>

out of this struct all we need is a initial struct, with another struct positioned at offset 4, then in that struct to have an object at offset 4. when we put the location of the class struct it will load that object put below.

ozzycow54 and generalgreavis like this

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This is the best news I've heard about potential retail modding in a long time. You rule.

thats where the problem is though, yea we could swap over the offsets however i dont know any other struct that contains a tag in offset 4, only ones i know are in offset 0 or 16

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upon searching through the .map and testing things with the sandbox i came upon the proper way to which it saves the maps. which actually allows us to mod them, if we could find a proper struct with the same format that links to another objects.

First off in the list it links to the different sections such as vehicles then the chunks inside of each of those.

Saving from what i can tell saves the offset of the class of object, then the chunk index.

if we could find another struct with the format of


<struct name="Sandbox" offset="572" visible="true" size="20">
<stringid name="Parent Class" offset="0" visible="true" />
<Enum8 name="Visability" offset="4" visible="True" >
<option name="True" value="0" />
<option name="False" value="1" />
</Enum8>
<struct name="Class" offset="8" visible="true" size="24">
<stringid name="Sub Class" offset="0" visible="true" />
<struct name="Variant Chunks" offset="4" visible="true" size="24">
<stringid name="Name" offset="0" visible="true" />
<float name="Name test" offset="0" visible="true" />
<tagref name="Object" offset="4" visible="true" />
<float name="Variant" offset="20" visible="true" />
</struct>
<int name="Spawn Ammount" offset="16" visible="true" />
<int name="Spawn Cost" offset="20" visible="true" />
</struct>
</struct>

out of this struct all we need is a initial struct, with another struct positioned at offset 4, then in that struct to have an object at offset 4. when we put the location of the class struct it will load that object put below.

I know the thread is old, but I was too tempted to ask. How did you find this code and what file did you find it in?

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I know the thread is old, but I was too tempted to ask. How did you find this code and what file did you find it in?

the code for the structs was generated by ascension, however i named and it figured out which it went to through editing the plugin. its from the scnr plugin

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the code for the structs was generated by ascension, however i named and it figured out which it went to through editing the plugin. its from the scnr plugin

Thanks!

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