Nameless Voice on 22/5/2016 at 20:01
If you're simply talking about changing the archetypes of some concrete objects in DromEd, at edit time, there's a simple way to do this:
Save the mission. Rename the two archetypes to have each others' names. Save the gamesys. Reload the mission.
That should swap all the concrete objects around (at least, it used to in old DromEd), presumably because concrete objects are linked to their archetypes by name.
Afterwards, rename them back and save both gamesys and mission.
If you want to only change some, then I'd suggest exporting the ones you don't want to change as a multibrush, deleting them, and importing them again once you've done the above trick.
(Remember to use a spare object at 0,0,0 as an anchor point for your multibrush.)
LarryG on 23/5/2016 at 01:55
I ended up using a metaprop, adding it to each concrete to be moved, executing script_test for each, and then editing the concretes to verify it worked properly and remove the metaprop. I didn't bother with a command file as I had only 25 or so spoons to relocate, and doing them one by one allowed me to make sure everything was OK as I went along.
For the record, my design note was
[INDENT]NVLinkBuilderOff="Test"; NVLinkBuilderLinkSource="[Me]"; NVLinkBuilderLinkDest="Spoon"; NVLinkBuilderLinkType="MetaProp"; NVLinkBuilder2On="Test"; NVLinkBuilder2LinkSource="[Me]"; NVLinkBuilder2LinkDest="Flatware"; NVLinkBuilder2LinkType="MetaProp";[/INDENT]
with the scripts NVLinkBuilder and NVLinkBuilder2.
Thanks all! And especially Daraan. :thumb: