Gnome wrote:*gasp* only factories have yardmaps in spring, genius.
This is incorrect.
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y does work, but pathfinding does not take account of it. i.e. it is hard to mvoe a unit through a building with all-y yardmap, but it is possible to do it in FPS. Atleast it was last time i checked.zwzsg wrote:In TA, the empty spot in yardmap are empty for when unit want to drive over, but are not free to build over. In Spring last time I tried, the "empty" yardmap tag (y) wasn't working, for instance the kbot lab was taking a square area on the ground, without the corners cut like it FBI says it should have. As for Gnome's comments that only factory can have yardmap, I think it's a deformed version of the "factory are hard coded to open/close their yardmap when building instead of using the script command set/get YARD_OPEN to 0/1;" that I complaind about.
More details in my yardmaps topic.
Has the situation changed since?
The worst part is there's no way to tell the builder "yes, I know something is in the way, don't worry it will be gone by the time you get there".LOrDo wrote:Yes, oh god yes. This is one of the main reason I am so reluctant to upgrade to mohos in spring. I have to constantly click around there to reclaim and build. It dosn't have the "Set it and forget it" feel that the rest of springs building has.
AF wrote:hmm would you have to build the moho before the mex for that to work?
Eitherway you could reclaim the mex inside and shove in a HLT or ambusher/toaster ^^