AFAIK no... something like that, I believe, is up to map-makers. They can determine how much metal is outputted over "normal" ground (as opposed to on actual metal patches). I may be wrong, though. Can anyone else stipulate?
Could I disable the ability to manually turn it on? What I am looking for is an extractor, that also produces bonus metal, but only can be turned on if its extracting..
Maybe I can script it or something, but I don't want people building mexes just for the free metal
(PS: I am forcefully taking over spring maps, I am hardly going to use the extractor for the metal, I am going to just make it make metal... But I need it to have to be made on a metal patch)
If any of that got through to you, thanks for your help..
Joined: 01 Jun 2006, 12:15 Location: Banned user for reason “Do not post pictures of people fucking cars”
I have a different idea. You could use a huge extraction radius (visually) and then check inside of that radius by script if there's another extractor. If there is none, then the building activates and produces resources. It's independent from mex spots though and probably doesn't work quite out on smaller maps.
Joined: 01 Jun 2006, 12:15 Location: Banned user for reason “Do not post pictures of people fucking cars”
Hm one resource generator could cover 25% of an 8x8 (or 4x4) map, then it'd work out. This forces the player to expand as well because he needs territory.
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