16.05.2005, 14:18:34
(This post was last modified: 16.05.2005, 14:19:25 by Bobingabout.)
it was removed for a reason, would need lots of tweaks, besides, i don't remember it ever being in there in the first place...
anyway, he has things to do, its just that he's trying to organise things...
@jonwil
why not try the ActivateSiloLogic=yes tag, with IsSilo=yes and NeedSilos=yes tags?
BTW, for those who don't know the Plan/Idea, ActivateSiloLogic= is to tell the patch your mod uses Silos, NeedSilos= would be in the MultiplayerDialogSettings to set a default on or off for that game mode, later toggleable from the menu, if he get to that.
IsSilo= Determines which Structures are the Silos, so if you do NeedSilos=no then structures with the IsSilo=yes tag set, would become unbuildable, probably a TechLevel=-1 force.
anyway, he has things to do, its just that he's trying to organise things...
@jonwil
why not try the ActivateSiloLogic=yes tag, with IsSilo=yes and NeedSilos=yes tags?
BTW, for those who don't know the Plan/Idea, ActivateSiloLogic= is to tell the patch your mod uses Silos, NeedSilos= would be in the MultiplayerDialogSettings to set a default on or off for that game mode, later toggleable from the menu, if he get to that.
IsSilo= Determines which Structures are the Silos, so if you do NeedSilos=no then structures with the IsSilo=yes tag set, would become unbuildable, probably a TechLevel=-1 force.