(x)TA Spring - Page 2

(x)TA Spring

Hearken back to the days of yore and enjoy the first major Spring module!

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Jools
XTA Developer
Posts: 2816
Joined: 23 Feb 2009, 16:29

Re: TA Spring

Post by Jools »

Nice one, but why would it be derivative based on x and not on t?

Yes the mods I know (xta, bota and ba maybe) do use the facility, but it doesn't have the same importance as it had in OTA.
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: TA Spring

Post by zwzsg »

smoth wrote:It is an easy mod option to code. Does not need to be engine feature.
I can Spring.SetUnitAlwaysVisible but what about weapons and effects?
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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: TA Spring

Post by Neddie »

I've moved the topic to the relevant subforum. In future, do not post threads about specific topics knowingly in the incorrect section of the forum.
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Jools
XTA Developer
Posts: 2816
Joined: 23 Feb 2009, 16:29

Re: (x)TA Spring

Post by Jools »

To be honest, I don't think it was posted knowingly wrong, and it's about the transition from OTA to spring, so it's not just about xta, although it seems xta was the most played mod back then.

But it's weird that the original post doesn't mention it's a quote from 2003 or so.
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BrainDamage
Lobby Developer
Posts: 1164
Joined: 25 Sep 2006, 13:56

Re: TA Spring

Post by BrainDamage »

zwzsg wrote:
smoth wrote:It is an easy mod option to code. Does not need to be engine feature.
I can Spring.SetUnitAlwaysVisible but what about weapons and effects?
Spring.SendCommands({"cheat","globallos","cheat"})
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