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Building on mex spots?

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Date Editor Before After
9/1/2015 7:09:57 PMSkasi before revert after revert
8/30/2015 2:09:58 PMSkasi before revert after revert
8/30/2015 2:09:30 PMSkasi before revert after revert
8/30/2015 2:08:33 PMSkasi before revert after revert
Before After
1 #0F0Paladin, silly BingToad is talking about engine-definitions. ZK uses custom coded metal spot things, so the engine mex variable is not set. That means your second paragraph in [url=#140958]this post[/url] is wrong. 1 #00FPaladin, silly BingToad is talking about engine-definitions. ZK uses custom coded metal spot things, so the engine mex variable is not set. That means your second paragraph in [url=#140958]this post[/url] is wrong.
2 \n 2 \n
3 In other words, we can "not have metal extractors", but when "Defender == LLT" then suddenly everyone panics 4nraisin. 3 In other words, we can "not have metal extractors", but when "Defender == LLT" then suddenly everyone panics 4nraisin.
4 \n 4 \n
5 For more information see: 5 For more information see:
6 https://github.com/ZeroK-RTS/Zero-K/blob/master/LuaRules/Gadgets/mex_placement.lua 6 https://github.com/ZeroK-RTS/Zero-K/blob/master/LuaRules/Gadgets/mex_placement.lua
7 https://github.com/ZeroK-RTS/Zero-K/blob/master/LuaRules/Gadgets/mex_spot_finder.lua 7 https://github.com/ZeroK-RTS/Zero-K/blob/master/LuaRules/Gadgets/mex_spot_finder.lua