Zwzsg wrote in Mon Oct 24, 2005....
For while I think my defense complex bases cannot workActually, SJ told me that know, the yardmap open and close, but that the opening and closing is hard coded to happen only when a factory is building. Instead of being soft scripted like it was in TA. And so non-factory buildings can't close and open. (And the always free y is apparently just lacking)
So, we still need to:
- Have the script command "set YARD_OPEN to TRUE;" turn the c into passable.
(And the O into impassable, unless there are units on O spot*).
- Have the script command "set YARD_OPEN to FALSE;" turn the c into impassable, unless there are units on c spots.
(And turn the O into passable*).
- Have the script command "get YARD_OPEN;" return the state of the yardmap (use in many scripts to check if a "set YARD_OPEN to FALSE;" was actually succesfully performed or if there were units blocking it)
- Have the hard coding of closing/opening of yardmap be removed and let the factory scripts handle the job.

VonGratz
