"Metas"

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Cherub Rock
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"Metas"

Post by Cherub Rock » Thu Jun 29, 2006 2:19 pm

Hey so i know nothing of using metas, i've notcied you cant jsut search up the metas under the offset list, and i think i read you subract the magic number from values to get them or something. so if someone can give me some information for me to start working with that would be great, thanks.
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Cherub Rock
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Post by Cherub Rock » Mon Jul 03, 2006 8:06 pm

god damn, for the sake of keeping this forum active (and resourceful), reply to this, i have so much time for modding these days and i dont know how to start working on the more complicated things.
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Post by «Beast» » Wed Jul 05, 2006 9:35 am

Well, metas like define things, ya know? So like, you gotta like go in there and change some stuff ya know? And like hope you like actually changed something ya know?
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Post by Cherub Rock » Wed Jul 05, 2006 12:34 pm

oh. your sarcasm hurts beast... it hurts. lol
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Post by «Beast» » Thu Jul 06, 2006 6:20 am

No, I was dead serious.
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Post by ?Demon? » Thu Jul 06, 2006 6:51 am

That is true, but Beast's grammatical style was somewhat questionable. I don't know how to really explain it, but metas determine characteristics of objects. Sorry if that made no sense.
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Post by Cherub Rock » Thu Jul 06, 2006 11:09 am

oh alright i totally have it now, or got it, but not really, but im jsut gonna screw around with it all day.
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sword
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Post by sword » Thu Jul 06, 2006 2:23 pm

Dude, how do you not understand what it is? It literally defines the characteristics of the item when that meta is called upon. If I'm correct (swords no programmer here.) its part of the object oriented programming. Maybe, maybe not. But yeah, they define the specific tag of the larger item, IE a warthog. It will have a vehi tag which is "The higest up" meaning that it shows where everything else, dependancies, are located that are needed to form the vehicle. Some characteristics are also defined within the meta there, but thats a little tougher to get into and involves more reflexives, etc.
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Post by A Bunny » Thu Jul 06, 2006 3:16 pm

For Programmers:

If I am understanding correctly how the coding was done, the metas are one of two things;

1.) A sub-routine that assigns values to all the variables in the class the item inherits from (in the warthog's case, vehicle). This is the less likely of the two, but unless I see the C version of the map I can't dismiss this as being possible.

2.) The hard coding for a new class of the item itself(ie warthog). This one is definitely more likely but once again I can't be 100% certain.

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Post by sword » Thu Jul 06, 2006 3:52 pm

mmmm, well, they share classes, the items. Like, scenery and vehicles both share the "obje" class, thus we can mess around with their spawns.
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Post by A Bunny » Thu Jul 06, 2006 4:21 pm

sword wrote:mmmm, well, they share classes, the items. Like, scenery and vehicles both share the "obje" class, thus we can mess around with their spawns.
Yes, but the warthog (and everything else) could be either it's own separate class that inherits from the vehicle class, or it could be a named object that is of the vehicle class.

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Post by sword » Thu Jul 06, 2006 4:35 pm

Now, I'm no programmar, I just pick things up from here and there and think on my own, but couldn't it be a sub class so to speak? IE, within the index it'll go, "ihevtinuejbo" Now, the primary class is what, object (Due to little-endian.) or is it vehi? Unit is in there too, but that isnt as important I don't think.
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Post by A Bunny » Thu Jul 06, 2006 6:16 pm

sword wrote:Now, I'm no programmar, I just pick things up from here and there and think on my own, but couldn't it be a sub class so to speak?
That's pretty much what inheritance is.

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Post by sword » Thu Jul 06, 2006 7:57 pm

Sorry, I didnt see that you had said it was inheritance. I'm just skimming posts here now because so little of what people say is worthwhile to read, meh, thats sorta why demo modding is dying.
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