in order to have things like EE's HUBs we need to have an imobile building. However, this immobile building can still que buildings on it's self as though it is mobile.
so, I wanted to know, could someone add a mod tag or unit tag to say that if a builder places a building on it's self and it is one of these immobile builders it cannot move out of the way.
constructors blocking their own space.
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Re: constructors blocking their own space.
My first question would be... why is that, exactly?in order to have things like EE's HUBs we need to have an imobile building
I mean... why isn't it just a "nanotower" that can build stuff, like the BuildTowers do in P.U.R.E. 0.55? Or solve that with Lua?
Secondly... you could solve this in Lua for "immobile mobiles", by intercepting the command from the HUBs and having it evaluate whether the point lies anywhere beneath it.
Re: constructors blocking their own space.
check out EE. I don't want to clog up the thread with a whole FBI def.Argh wrote:My first question would be... why is that, exactly?in order to have things like EE's HUBs we need to have an imobile building
Yeah your "nanotowers" do it to.Argh wrote:I mean... why isn't it just a "nanotower" that can build stuff, like the BuildTowers do in P.U.R.E. 0.55?

I'd rather not use lua for this, if a unit is a nanotower type of building I do not want to use a lua HACK to solve this. You may disagree but all of those little hacks start to eat performance. I am already going to have to add lua hacks for some specific behaviors.Argh wrote:Or solve that with Lua?
Secondly... you could solve this in Lua for "immobile mobiles", by intercepting the command from the HUBs and having it evaluate whether the point lies anywhere beneath it.
If the unit is a nanotower type it should just count it's self among the buildings because it is.
Re: constructors blocking their own space.
R6260 fixes this.
Re: constructors blocking their own space.
THANKS KLOOT!
Re: constructors blocking their own space.
time machine strikes back!