And then I rigged up a poorly made mechanism to (mostly manually) distribute various trees in a manner to my liking.
I have a list of some 2500 trees that have precise locations (I'll put a randomizer in later and run neighbor checks to make certain I don't overlap), but the only way to import these it would seem is to use
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create("object",8,-64,-6080,1);
So far, I cannot find a way to execute these lines without creating a new game (at which I then lose ability to manipulate the map).
I don't actually know how far I care to go with this, but right now I'm thinking the only real way to do this would be to directly inject the data into the save file, wouldn't it?
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;Object 	c=0 	For Tobject.Tobject=Each Tobject:c=c+1:Next 	WriteInt(stream,c)													;Count 	For Tobject.Tobject=Each Tobject 		WriteInt(stream,Tobject\id)										;ID 		If tfobject Then												;Typ 			WriteShort(stream,Tobject\typ) 		Else 			WriteByte(stream,Tobject\typ) 		EndIf 		WriteFloat(stream,EntityX(Tobject\h))							;X 		WriteFloat(stream,EntityZ(Tobject\h))							;Z 		WriteFloat(stream,EntityYaw(Tobject\h))							;Yaw 		WriteFloat(stream,Tobject\health#)								;Health 		WriteFloat(stream,Tobject\health_max#)							;Health Max 		WriteInt(stream,Tobject\daytimer)								;Daytimer 	Next
In that case, what is Tobject\typ and Daytimer.