Thats true, but it's an implementation detail (though a very valid one since implementing this would make the dgun radius check a lot more complex).
Functionality wise I think .take'ing should indeed .take dgun radius too.
Limited Dgun + .take
Moderator: Moderators
How would you know when a dgun radius is up for grabs, though? If a player is annihilated, can you still .take his radius? If a player has only one mex or something left, can he still pass his radius on? Would people call that cheating?
Also does limit DGun apply to all weapons that are fired by the DGun command or even all weapons that use the DISINTEGRATOR weapon type or is it tied to the commander somehow?
Hm, would it be possible to dissociate the starting resource capacity from the commander unit so we can spawn a generic builder instead of a special com without messing up the storage once more generic builders are made?
EDIT: Okay, it only applies to the com
Also does limit DGun apply to all weapons that are fired by the DGun command or even all weapons that use the DISINTEGRATOR weapon type or is it tied to the commander somehow?
Hm, would it be possible to dissociate the starting resource capacity from the commander unit so we can spawn a generic builder instead of a special com without messing up the storage once more generic builders are made?
EDIT: Okay, it only applies to the com
But why? Do people think offensive use of commanders with the d-gun is actually a problem? LOL, 2 LLTs or something and he's gone. And it's almost impossible to take out stuff with the dgun that wouldn't be taken out 2seconds later by the commsplosion. 
Now, an option to remove the giant commsplosion itself would at least make sense, from the n00bs perspective, altough I would certainly loathe it.

Now, an option to remove the giant commsplosion itself would at least make sense, from the n00bs perspective, altough I would certainly loathe it.