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Adding metal extractors doesnt work in cheat mode

Posted: 06 Apr 2007, 22:28
by TradeMark
When you use .cheat, and add metal extractors, they dont give you any metal, why is that?

Could that be fixed?

Would be much more easier to gain metal in metal maps when cheating...

Posted: 07 Apr 2007, 01:03
by FLOZi
What is the point when you can just .nocost

Posted: 07 Apr 2007, 01:36
by TradeMark
It pumps units too fast...

Posted: 07 Apr 2007, 01:36
by Forboding Angel
try turning off then on again (seems this was brought up before).

Posted: 10 Apr 2007, 20:28
by TradeMark
Doesnt work.

Posted: 10 Apr 2007, 20:52
by Kloot
Huh? .cheat followed by ".give 1 arm_metal_extractor" (in XTA) on a metal patch/area doesn't spawn a zombie extractor, nor does .cheat followed by building one. What exactly are the steps to reproduce this?

Posted: 10 Apr 2007, 21:01
by TradeMark
mod BA47
map speed_ball_v2

Posted: 10 Apr 2007, 21:33
by Kloot
Probably a map issue (the extractor radius does not appear to be set).

Posted: 10 Apr 2007, 22:15
by TradeMark
Kloot wrote:Probably a map issue (the extractor radius does not appear to be set).
WHAT!?

extractorradius=2;

Posted: 10 Apr 2007, 22:24
by KDR_11k
Is that in footprint or elmos?

I know I can .give mexes when testing my mods and they work fine.

Posted: 10 Apr 2007, 22:39
by TradeMark
elmos? wtf is that.

Hmm, weird, i tested in speedmetal map, and they worked fine.

Posted: 10 Apr 2007, 23:25
by KDR_11k
Elmo is the spring coordinate unit. In OTA one unit was equal to one pixel but in Spring the zoom is no longer locked to the resolution so "pixel" no longer applies. We just call 'em elmos now.

Posted: 10 Apr 2007, 23:43
by LathanStanley
KDR_11k wrote:Elmo is the spring coordinate unit. In OTA one unit was equal to one pixel but in Spring the zoom is no longer locked to the resolution so "pixel" no longer applies. We just call 'em elmos now.
YAY! SMOTH! :o