Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The multisize behaviour is what allows objects to be "dragged" out to different sizes.
In the "map" you define the max size version of the object, always start with that and set the minSize in the multisize behaviour to the same as the maxSize. This makes it a fixed size object.
Once this is working as intended, you can define how the object shrinks at smaller sizes.
So for example, first set the minSize just 1 less than the maxSize.
removeColumn tells it which column of your "map" to remove as the object shrinks in the x direction.
This is relative to the "o" which is the "origin" of your map coordinate system.
For complex objects you will want to use removeColumns which takes a series of numbers to remove different columns each time. Like: 3,7,4,2.
Look at and try modding some examples from the base game to get a feel for how it works. Hope that helps. :]