FR: Build mohos over lvl1 mexes - Page 2

FR: Build mohos over lvl1 mexes

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Gnome wrote:*gasp* only factories have yardmaps in spring, genius.

This is incorrect.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

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 ^^
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Post by zwzsg »

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?
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

You can build ontop fo free spaces, for example try building an llt in the middle of a factory where the units usually get built, or inside a kbot lab inside the exits so the unit gets trapped..... (make sure the factory is opened tho)
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

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?
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.
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Pxtl
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Joined: 23 Oct 2004, 01:43

Post by Pxtl »

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.
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".

You don't even need auto-reclaim. You just need a way to say "don't worry, it'll be gone by the time you arrive".
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Soulless1
Posts: 444
Joined: 07 Mar 2006, 03:29

Post by Soulless1 »

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 ^^

unless of course it was designed so that you needed the mex in the middle for it (the whole lot that is) to give you proper moho mex metal production.

But TBH i still think an 'auto-reclaim anything under the footprint' button would be the best way to do things.
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Rayden
Posts: 377
Joined: 01 May 2005, 13:15

Post by Rayden »

It would be enough if guarding units help reclaiming
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