Warp Gates: Do we want them? - Page 2

Warp Gates: Do we want them?

Discuss maps & map creation - from concept to execution to the ever elusive release.

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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Warp Gates: Do we want them?

Post by smoth »

knorke wrote:
Will mappers get butthurt when non OTA based games remove their warpgate units on gamestart? :P
my warpgate gadget does not use units or features though. Not sure if mods can stop map gadgets from running.
So should not have "resource conflicts for your cegs" either because no ceg effects are used (though would be easy to add) or what do you mean?
If the ceg effect was called "MapWarpgateTeleport", that should surely be safe from conflicts of whatever type?
no, resource conflicts have to do with the resource.tdf used by most antiquated projects. IIRC the map specific one was fixed but I am too tired right now to check.
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