I'd rather just go learn C#. It'll get me farther than a macro will.
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I'd rather just go learn C#. It'll get me farther than a macro will.
A Google Search of VB.net memory editing would have found you several threads as well as Microsoft API's such as the ReadProcessMemory API and the WriteProcessMemory API, which can be accessed from both VB.net & C#.
EDIT: You can even try to use the Managed Windows API Project. I haven't checked it out, so I have no real information I can add on to it, but it might help you out with Reading & Writing Memory.
Walk before you Run.
How many friggin' gay quotes to I have to throw your way?
Edit: And thinking about AutoIt and how powerful it can be makes your statement look ignorant and mine prove true! Huzzah, I am wiener.
I tried making a bigass map and I was gonna test out what I had at that point but when I compiled, it said Warning: Vertex #0 has a bad point (which I'll assume means that it's too big). What's the maximum for this?
Just keep decreasing the size and compiling to see when it starts working.
Solution:
Stop making DickSnap sequels.
^This. However, the limit is pretty fucking huge. If your map is bigger than the limit, you have some issues. Either way, you'll need the memory hack that increases render distance, because anything past what, 10,000 units maybe, isn't going to render anyway in vanilla CE.
Whenever I approach one of my scenery objects at a certain angle, it disappears when I get close enough.
- I just created the object from scratch
- It happens when I approach it from the front, not the back
- When compiled, the same problem still results
- The testing scenario is completely cleared of everything except the object
Help?
In the top of the scenery tag, there are two fields called "bounding radius" and "render bounding radius."
Bounding radius tells the game how far from the point of origin the object exists. Render bounding radius tell the game how far away from the camera's edge the point of origin can be before its model stops rendering.
The lazy method is to set these values really high, but what you should do, rather, is set the bounding radius to encapsulate the collision model, and the render bounding radius to encapsulate the gbxmodel.