Product Chat / How to find an asset on the map?

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Saintyboy
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Posted: 27th Sep 2015 11:42
So we have a small asset somewhere in our game world with a piece of code attached that has a small error in it. We need to take the code off it and indeed delete the asset but we can't find it as its hidden - does anyone have any tips for finding hidden assets?
synchromesh
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Posted: 27th Sep 2015 13:27 Edited at: 27th Sep 2015 13:59
If you know the asset but are having trouble seeing it or getting to it you can use ( Clip Mode ) "Tab + ctrl+ scrl mouse " to see inside buildings etc then use the "lock" feature for any assets in the way so you can select and delete it ..... And not forgetting free flight mode to get right into buildings etc

If you have no idea which asset it is then its really down to trial and error but I usually have a fair idea of things I attach scripts to so I would just pick on those really ...

Myke just had another good idea .... You could build a standalone and run it just to start it, and the log will display which assets were used. You can at least then see what you have on your map in a text format ..
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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TazMan
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Posted: 27th Sep 2015 14:02
I came across this once a while ago, I put a realy tiny object on the map and couldn't for the life of me remember where it was. I knew what it was so I took it out of the game folder before I loaded the game and then loaded the game. This effectively deleted the entity so that I could put it in again with a fixed script.

You will have to take the DirectX, fpe, dbo and bin files out to accomplish this but it does work.
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smallg
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Posted: 27th Sep 2015 18:05
Quote: "I came across this once a while ago, I put a realy tiny object on the map and couldn't for the life of me remember where it was. I knew what it was so I took it out of the game folder before I loaded the game and then loaded the game. This effectively deleted the entity so that I could put it in again with a fixed script."


if it's not too much of a pain to replace any duplicate models of the one causing the issue (if it's a not a tree in a forest etc) then this is by far the best method.

another option is to simply replace the broken script code with an "empty" script with the same name? (keep the function _main(e) _init(e) calls too)
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TazMan
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Posted: 28th Sep 2015 09:55
Thats a nice easy solution smallg, wish I had thought of that.
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I've got something to say - It's better to burn out than fade away.
Saintyboy
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Posted: 28th Sep 2015 23:42
Some great ideas there guys - thanks for the input

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Teabone
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Posted: 30th Sep 2015 06:15 Edited at: 30th Sep 2015 06:16
Its too bad GG has absolutely no way to search for an asset, that you can't find manually.
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synchromesh
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Posted: 30th Sep 2015 13:42
The Inventory system is currently Number 8 on the voting list which is higher than I expected...
So its probably going to happen sooner than later ..
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Saintyboy
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Posted: 1st Oct 2015 00:56
As luck would have it Lee showed a workaround on how to do this in yesterdays Twitch broadcast - (in the Q&A at the end) - bit of a hack but nonetheless very workable and similar to Tazman and small's ideas.

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