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Re: Warp Gates: Do we want them?

Posted: 03 Jan 2011, 18:29
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.