Daedolon, on 03 May 2014 - 05:25 PM, said:
I'd still kill for a way to list all the used hitags and lotags and hilight their sprites. After a few weeks of pause between editing maps, I can never remember the tags I've used. Plus using the text tag method seems to jump from low numbers like 52 to a completely arbitrary number like 334.
The "next free tag" displayed with F5 isn't arbitrary but one greater than the maximum used one. It's done this way for ease of implementation. Since r4464, Mapster32 also tells the index of one object having the greatest tag, so you can jump to it with [']+[J].
As for the original request: listing all tagged objects is theoretically possible, but it would be a concerted effort of hard-coded Mapster32 functionality and script. In astub.c, the function taglab_linktags() returns information about the linking semantics of various picnums, reflecting hard-coded Duke3D functionality. Currently there's no way to explicitly call this function from m32script, though. However, there's a way to extend, i.e. hook into it using EVENT_LINKTAGS, making the tag-labeling system "know" objects endowed with linking semantics by the user.
MetHy, on 04 May 2014 - 12:18 PM, said:
Also I just realized it doesn't link to walls sharing the same lowtag/effects. For example, if you have a switch disabling a forcefield, this feature won't show you that both are linked (even when trying it on the switch).
That was a bug caused by not handling the 'on'-state button tile numbers. Fixed in r4465, thanks for reporting.