Remote Mines
Moderator: Moderators
Remote Mines
Remote mines.
Self Explanatory. Easily achievable.
Self Explanatory. Easily achievable.
Re: Remote Mines
Tedious micro. Already implemented in engine - do it in your mod.
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
Re: Remote Mines
ctrl d? with 0 sec timer?
Re: Remote Mines
You mean mines that need manual detonation or what? Easy to do, I sometimes detonate mines manually already, there's a reason they have such a short selfD timer.
Re: Remote Mines
I meant as oppose to proximity mines, they wouldn't explode automatically.
So people can't just run scouts at them to clear the fields
I wasn't aware mines generally have shorter self-d timers.
so its probably worth ignoring this topic.
So people can't just run scouts at them to clear the fields
I wasn't aware mines generally have shorter self-d timers.
so its probably worth ignoring this topic.
Re: Remote Mines
It already can be done with what the engine haves, it isnt done because it would be OP... (at least in BA and CA you cant set your mines to not explode upon enemy aproach and thus cannot make em remote)
Re: Remote Mines
Heh, this is extremely easy, take a mines weapon away, give it a shorter timer, then give it a decent self D explosion.
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
Re: Remote Mines
This works.Snipawolf wrote:Heh, this is extremely easy, take a mines weapon away, give it a shorter timer, then give it a decent self D explosion.
Re: Remote Mines
Can any1 tell me why we can't put mines on Hold Fire? It used to work....
Re: Remote Mines
Cause you dont have that option with mines. I think they removed it because it would be too OP, like: In Delta Siege dry, for example, you could send a minelayers make a lot of heavy mines in one spot somewhere along the path of metal extractors and set then on hold fire, then detonate then the enemy com passed over then. You could even wait till your enemy had built their front upon it and then blast out.NOiZE wrote:Can any1 tell me why we can't put mines on Hold Fire? It used to work....
I think that mines with timer (low times) would be a good idea... so, like, the enemy group would have some time to go even deeper in the minefield before the first to be activated detonated revealing the trap. Would make mines a lot more interesting :)
Re: Remote Mines
I think you should be able to set them as hold fire. Doing all that stuff would require micro and paying attention, and thus would not be OP.
Re: Remote Mines
Micro? You would just need to select then once and add then to a group and set then to hold fire, then later on the game detonate it from under the enemy stuff... you would only need attention if you made a commy trap...LordMatt wrote:I think you should be able to set them as hold fire. Doing all that stuff would require micro and paying attention, and thus would not be OP.
Re: Remote Mines
LordMatt wrote:I think you should be able to set them as hold fire. Doing all that stuff would require micro and paying attention, and thus would not be OP.
yes maek patch!!!! it used to work in earlier versions of spring!!!
Re: Remote Mines
This sounds like a job for...bumbadumbumbum...ILMTitan.NOiZE wrote: yes maek patch!!!! it used to work in earlier versions of spring!!!
Re: Remote Mines
Wow. So the change that disabled this was r220, made in 2005, and the commit log only talks about syncing up with the old CVS trunk. Given that we now have the noAutoFire fbi tag, I think we can probably safely add this back in.
Edit: and by we I mean I.
Edit: and by we I mean I.
Re: Remote Mines
If you make mines use a weapon to self-destruct you can change their behaviour in many ways. Bugbombs in KPC could be put on hold fire, for example.
Re: Remote Mines
The question basic question: is adding an fbi tag such as minefirecontrol(boolean) worse than forcing mine firing to be linked to a weapon to get the same simple utility?
I am leaning towards no.
I am leaning towards no.
Re: Remote Mines
I'm sure there are a million opinions from the modding community, but I'm happy you're adding it back in.ILMTitan wrote:The question basic question: is adding an fbi tag such as minefirecontrol(boolean) worse than forcing mine firing to be linked to a weapon to get the same simple utility?
I am leaning towards no.
Re: Remote Mines
It is done, r5458. New tag is KamikazeFireControl. Defaults to false (keeping existing behavior the same).
Re: Remote Mines
Not to bash implemented code (a tag-soup fix is better than no fix) but isn't there already a tag to optionally hide/show the firecontrol buttons? Why make a seperate tag for kamikazes?ILMTitan wrote:It is done, r5458. New tag is KamikazeFireControl. Defaults to false (keeping existing behavior the same).
