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How to identify Waypoints used?
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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Sun Oct 13, 2019 12:49 am    Post subject:  How to identify Waypoints used? Reply with quote  Mark this post and the followings unread

This will be a weird question... It might have been answered/asked but I will ask.

Is there any way to tell what waypoints are actually used?

This seems like a weird question I know... However I was looking at ra2's allied mission 1 and am trying to figure out what waypoints I can repurpose.

I could be wrong but it seems like ra2 will only be able to use waypoints 0-99. Allied mission 1 uses waypoints 0-99... So I can not add any...

I have been looking at all the waypoints and quite a few of them seem to not be used... I could be wrong...

How I have looked, this could be wrong, so please correct me. I have opened the map in a text editor and done a search for a waypoint number (very time consuming), and then correlated that with a trigger/script/ext editor in fa2... Now I have found found quite a few number that do not seem to have anything connected to them... am I missing something?

How do I free up numbers?

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sun Oct 13, 2019 2:41 am    Post subject: Reply with quote  Mark this post and the followings unread

No easy way. You have to search for the waypoint number as well as its alphabet representation like A, B, C etc. in Actions, Events, Scripts, TeamTypes, Basic -> HomeCell/AltHomeCell etc. Check ModEnc.

In TS and RA2, 0-100 waypoints can be used. YR allows for 0-701 waypoints.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sun Oct 13, 2019 4:16 am    Post subject: Reply with quote  Mark this post and the followings unread

E1 is right 0-100 for RA2.

There are a whole lot of missions with almost redundant waypoints used, or the addition of something so trivial it can be removed... start with the ambient sounds.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sun Oct 13, 2019 9:14 am    Post subject: Reply with quote  Mark this post and the followings unread

G-E wrote:
something so trivial it can be removed... start with the ambient sounds.

Don't. It takes away the ambiance and atmosphere. RA2 is dumbed down in that department as-is when compared to TS and FS.

Tho he kinda does have a point: you can re-set up the ambience later, after you have the rest of map, since it doesn't matter where the sound is coming from, not really...

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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Sun Oct 13, 2019 9:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well that's a real bummer I was hoping there was a simpler way...

At least I was able to free up about 9 waypoints from the manual digging... That should be enough.

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