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Make unit design/radar depend on the existence of an HQ, not the base…
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… setting.
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cybersphinx committed Mar 26, 2012
1 parent 466880e commit d0fc1e5
Showing 1 changed file with 14 additions and 9 deletions.
23 changes: 14 additions & 9 deletions data/mp/multiplay/skirmish/rules.js
Expand Up @@ -92,15 +92,6 @@ function eventGameInit()
"R-Wpn-Rocket-Damage01",
"R-Defense-WallTower01");

if (baseType == CAMP_CLEAN)
{
// No HQ, so no design or radar
setMiniMap(false);
setDesign(false);
// This is the only template that should be enabled before design is allowed
enableTemplate("ConstructionDroid");
}

for (var playnum = 0; playnum < maxPlayers; playnum++)
{
enableResearch("R-Sys-Sensor-Turret01", playnum);
Expand Down Expand Up @@ -159,6 +150,20 @@ function eventGameInit()
}
}
}

// Disabled by default
setMiniMap(false);
setDesign(false);
// This is the only template that should be enabled before design is allowed
enableTemplate("ConstructionDroid");

var structlist = enumStruct(me, HQ);
for (var i = 0; i < structlist.length; i++)
{
// Simulate build events to enable minimap/unit design when an HQ exists
eventStructureBuilt(structlist[i]);
}

hackNetOn();
setTimer("checkEndConditions", 100);
}
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