Make unit design/radar depend on the existence of an HQ, not the base setting.
parent
466880e1cd
commit
d0fc1e580d
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@ -92,15 +92,6 @@ function eventGameInit()
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"R-Wpn-Rocket-Damage01",
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"R-Wpn-Rocket-Damage01",
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"R-Defense-WallTower01");
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"R-Defense-WallTower01");
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if (baseType == CAMP_CLEAN)
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{
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// No HQ, so no design or radar
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setMiniMap(false);
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setDesign(false);
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// This is the only template that should be enabled before design is allowed
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enableTemplate("ConstructionDroid");
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}
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for (var playnum = 0; playnum < maxPlayers; playnum++)
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for (var playnum = 0; playnum < maxPlayers; playnum++)
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{
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{
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enableResearch("R-Sys-Sensor-Turret01", playnum);
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enableResearch("R-Sys-Sensor-Turret01", playnum);
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@ -159,6 +150,20 @@ function eventGameInit()
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}
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}
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}
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}
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}
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}
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// Disabled by default
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setMiniMap(false);
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setDesign(false);
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// This is the only template that should be enabled before design is allowed
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enableTemplate("ConstructionDroid");
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var structlist = enumStruct(me, HQ);
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for (var i = 0; i < structlist.length; i++)
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{
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// Simulate build events to enable minimap/unit design when an HQ exists
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eventStructureBuilt(structlist[i]);
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}
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hackNetOn();
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hackNetOn();
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setTimer("checkEndConditions", 100);
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setTimer("checkEndConditions", 100);
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}
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}
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