Metal Makers - Page 5

Metal Makers

Classic game design, maintained to please you...

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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: Metal Makers

Post by TradeMark »

Pxtl wrote:Using the autohost to use the lobby-support for disabling units would be better than making them modoptions.
its easier to click one box than finding 14 units from the list... have you thought that not everyone use autohosts?
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Metal Makers

Post by Pxtl »

@TradeMark

The problem is the sheer number of desirable block-lists. NoL2, NoMMs, NoMex, NoAir, NoBB, NoNuke, NoHovers, NoLand, NoDfens, etc.
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: Metal Makers

Post by TradeMark »

whats the problem? i already wrote a script for that.
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Metal Makers

Post by Pxtl »

So have I - but the modoptions list would be inscrutable if cluttered with a bazillion checkboxes for unit-block-lists.
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: Metal Makers

Post by TradeMark »

well we just need no metal makers checkbox
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Tribulex
A.N.T.S. Developer
Posts: 1894
Joined: 26 Sep 2009, 21:26

Re: Metal Makers

Post by Tribulex »

TradeMark wrote:well we just need no metal makers checkbox
permanently checked.

actually, noobs, spring already supports disabling units. open ur eyes....
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