Closed GoogleCodeExporter closed 9 years ago
Might be easier to add an invisible, unkillable buildable that just blocks
access. Unfortunately, it would require a
layout to be loaded every time in order for it to be spawned.
Original comment by doomagent13@yahoo.com
on 25 Jun 2008 at 3:32
[deleted comment]
Here is nobuild, pre-finished, type !nobuild (game units) ingame while standing
in
the spot you want nobuilding to take effect, from there, if you wish to make
this
load during every map load, type !nobuildsave and it will save the current
nobuild
spots on the map. These are logged to *home*/base/nobuild/*mapname*.dat, so if
you
want to remove nobuild from a map, just remove the .dat
Original comment by I.Am.Gew...@gmail.com
on 26 Jun 2008 at 9:52
Attachments:
This is still in beta, right?
When we get the human head placeholder working, and any bugs worked out, ill
release
a new qvm.
People on irc had mixed feelings.
Some shot it down, others heart.
Original comment by Paradox460
on 26 Jun 2008 at 10:03
[deleted comment]
[deleted comment]
Here is a bit of code cleanup, just useless functions cleaned out and some
other fixes
Original comment by I.Am.Gew...@gmail.com
on 26 Jun 2008 at 11:36
Attachments:
[deleted comment]
Here! finally! iv redone nobuild a bit, its usage now is to run !nobuild
(units) and
it will enable nobuild mode, from there you would select a buildable and resume
placing the buildable where you want nobuild to be, when placed it will spawn a
nobuild marker which from there you can save, and nobuild mode will be disabled
after
the building is placed, if you mistakenly did !nobuild 50 when you meant to say
!nobuild 500, you simply type !nobuild again and it will disable nobuild mode.
Original comment by I.Am.Gew...@gmail.com
on 27 Jun 2008 at 8:12
Attachments:
Umm. This doesnt apply cleanly.
Sorry to be confusing about the various revisions, but could you make it
against the
very latest one, i added allstats and a few other things.
Original comment by Paradox460
on 27 Jun 2008 at 5:55
[deleted comment]
[deleted comment]
I forgot to add the help file changes..and for some reason i cannot delete my
previous comments, can you please remove them?
Original comment by I.Am.Gew...@gmail.com
on 27 Jun 2008 at 9:16
Attachments:
Here are glitch fixes for tremor, ethereal, and karith.
Original comment by I.Am.Gew...@gmail.com
on 27 Jun 2008 at 11:18
Attachments:
As paradox pointed out, there was a little issue with ethereal that allowed you
to
build an egg down there, so here is a fix
Original comment by I.Am.Gew...@gmail.com
on 30 Jun 2008 at 9:28
Attachments:
Here is a fix for building on the rocks at the top, i tested a bit and saw it
didnt
effect anything else so i guess it works fine.
Original comment by I.Am.Gew...@gmail.com
on 30 Jun 2008 at 11:56
Attachments:
For some reason, my scanning function was conflicting with other code in
canbuild,
which would disable placing ontop of marked builds. I simply moved the code
down to
the bottom of the function so it wouldn't mess with anything and bam, all fixed.
Original comment by I.Am.Gew...@gmail.com
on 2 Jul 2008 at 1:37
Attachments:
Release 1.6.2 has these fixes and Revision 80 does.
Original comment by Paradox460
on 10 Jul 2008 at 6:31
Original issue reported on code.google.com by
I.Am.Gew...@gmail.com
on 24 Jun 2008 at 6:36