A fix for mines that sometimes don't explode on ba 9.46 or 9.75.*/ Considerations about mines explosion behaviour

A fix for mines that sometimes don't explode on ba 9.46 or 9.75.*/ Considerations about mines explosion behaviour

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tulipe
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Joined: 30 Mar 2018, 10:17

A fix for mines that sometimes don't explode on ba 9.46 or 9.75.*/ Considerations about mines explosion behaviour

Post by tulipe »

For months and more likely for years, I had sometimes the impression that mines did not explode as a enemy land unit passes over or near it, for ba 9.46 and newer, until ba 10.01 (or 10.24, unsure). (Gif of this situation of mine no-explosion :https://cdn.discordapp.com/attachments/ ... UHPRBJ.gif)
To fix it, I imported some changes from ba 10.24 to 9.75.8 and with these changes, mines should now always work for 9.46 or 9.75.*.

Reproduction of this situation of non-explosion, for ba9.46 or 9.75*:
You could probably test/reproduce this behaviour of non-explode mine by put spaced enemy cormine2 (with 3 times decrease spacing, i.e) along the crest of the alps on neurope_a7 and send ally spiders on them. Or maybe by place spaced mines (micro/light mine (armmine1 or cormine1) or cormine2) on a climb between "floor 0" and "floor 1" of throne v5 map.
(At some files I posted, detonaterange parameter is actually set to 64 for each mine category like in 10.24, but maybe for more relativity between mine category (armmine1, armmine2, cormine1 etc), it could be adjusted for each mine category, instead of always = 64. For example, for cormine1, detonaterange=40, for cormine2, detonaterange=50 etc.)
(For test with 2 instances of spring: The Spring Project • View topic - Run two instances of spring? http://springrts.com/phpbb/viewtopic.ph ... en#p512619.)

Considerations about mines explosion behaviour for ba9.46etc and ba10.24:
With ba 10.24, it seemed for underwater units, mines explode in relation to the depth of the water, and for ba9.46 etc, when underwater units passe under a mine it seems they don't explode.
I think this explosion behaviour should depend of what is considered: the weight of the unit passing over or near a mine or if these mines are electrodependent: if only the mass of the unit matters so for land and seamines, they should explode only if a unit is really near the mine, and if mines are electromagnetic dependant, they should explode not only when a unit is really near a mine (in this case, sometimes, not only hovercrafts should explode, with ba 9.46, with marines mines). Except if you want different behavior for marine mines than for land mines.
Attachments
files to fix mines explosion for balanced_annihilation-v9.75.8 or 9.46_without seamines.7z
files to fix mines explosion for balanced_annihilation-v9.75.8 or 9.46_without seamines
(2.13 KiB) Downloaded 3 times
files to fix mines explosion for balanced_annihilation-v9.75.8 or 9.46.7z
files to fix mines explosion for balanced_annihilation-v9.75.8 or 9.46
(2.32 KiB) Downloaded 7 times
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