Battlezone Universe

Battlezone Universe => Archive Vault => Public 1.3 Beta Archive => Topic started by: ScarleTomato on January 15, 2005, 03:02:07 PM

Title: Commanding units without fkeys
Post by: ScarleTomato on January 15, 2005, 03:02:07 PM
I know you can space select a unit that wasn't assigned an fkey but it wont give you a command menu. Is it possible to make the fkeys optional on a unit?
Title: Commanding units without fkeys
Post by: Spawn on January 15, 2005, 03:12:21 PM
i think its somehting with caninterface=0
the only time i see that fkey thign is when either you palce units in the editor, a mission is broke, or you have too many ships in an mpi.
Title: Commanding units without fkeys
Post by: ScarleTomato on January 16, 2005, 02:36:22 PM
Yeah, I've seen it many times. A perfect example is making a unit without the factory or recy, (by constructor or shooting it out of a gun usually). Is it possible though to put in 1.3 the option to take a unit already tagged off an fkey during gameplay? for example, i dont usually move turrets alot and so as soon as ive got them placed, all they do for the rest of the time is take up space on the those ten keys.
Title: Commanding units without fkeys
Post by: Spawn on January 16, 2005, 02:39:12 PM
you can do it with dll.  Or, you could just lay multiplayer, give the turrets to your thugs and say DONT MOVE THEM
Title: Commanding units without fkeys
Post by: PhoeniX-FlamE on January 16, 2005, 02:42:33 PM
and if you dont have thugs @ spawn?

at 1.2 I could put them on F9, on 1.3 you cant
Title: Commanding units without fkeys
Post by: Spawn on January 16, 2005, 02:43:41 PM
you can put them on f9 is player limit is 1 or 2
Title: Commanding units without fkeys
Post by: PhoeniX-FlamE on January 16, 2005, 02:53:05 PM
and if I play 3v1?
Title: Commanding units without fkeys
Post by: Spawn on January 16, 2005, 03:12:57 PM
like they stand a chance regardless :lol: