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Manual Map Creation - 10/26/2016 4:02:46 AM   
KEYSTONE0795


Posts: 78
Joined: 8/21/2014
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After you manually input roads and rivers on a map, how do you delete them? Right clicking on them does not work. Hovering the mouse and hitting the delete key does not work. How do you delete roads and rivers?
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RE: Manual Map Creation - 10/26/2016 6:11:18 AM   
zakblood


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Joined: 10/4/2012
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Delete - deletes units under the mouse cursor, may also delete scenery but don't worry about this CTRL+SHIFT+N - sets bottom left limit of defined map region under the mouse cursor CTRL+SHIFT+M - sets upper right limit of defined map region under the mouse cursor E - opens AI editor for piece under mouse cursor F# - F1, F2, etc. the function keys can be programmed in the AI editor to attach assigned scripts to units under the cursor V - test line of sight by showing what the hex under the cursor can see. Use only on a map with a LOS table. Num Pad 7,8,9,4,5,6 - change facing for unit under cursor. Note that numlock must be on.

Note that while you can use CTRL+SHIFT+N/M to set map boundaries, this is normally done on the input map, and if it's been done there you don't need to do it again in the editor.

edited, well that's from the manual, now trying it on steam, Delete does nothing to roads or streams once placed either on a empty map, so will ask, but you wait, take a look at this link

http://cohwiki.slitherine.com/index.php/Firefight_developers_guide

< Message edited by zakblood -- 10/26/2016 6:54:49 AM >

(in reply to KEYSTONE0795)
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RE: Manual Map Creation - 10/26/2016 3:50:21 PM   
ericbabe


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Joined: 3/23/2005
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I answered the email this morning, but I'll post that reply here for the record:

The big red and blue fat lines for roads and rivers are never cleared, but if you right-click in a hex and drop a red square (meaning cleared) on that hex, then it removes any roads/rivers that are there. You can draw over it again with a road. Use the "Create Wall/Road Ribbons" under the Editor menu to see exactly where your roads and rivers are currently located.

It's a little clunky, but we almost always just made our roads on the input map so I didn't have to put up with the clunky road editor too much.


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