Mine tags.

Mine tags.

Requests for features in the spring code.

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Alchemist
Posts: 81
Joined: 21 Oct 2005, 23:46

Mine tags.

Post by Alchemist »

It would be really useful if we could make mines "unable" to target certain units, even if they within the perimeter.

So if I had some sort of stealthy unit, make it so mines are unable to attack this unit, unless the unit comes into direct contact with it. I imagine it'd be possible with lua, but it would be a lot easier to do it straight from the FBI.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Re: Mine tags.

Post by FLOZi »

S44 mines already do this 8)


I can't quite remember how, but basically its something like they have a normal weapon with onlytargetcategory which when fired also blows themselves up.


It's possible that the script detonates a second weapon which kills the mine, even.
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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Mine tags.

Post by Hoi »

So that anti tank mines don't get triggered by infantry?
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Re: Mine tags.

Post by FLOZi »

Correct
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Alchemist
Posts: 81
Joined: 21 Oct 2005, 23:46

Re: Mine tags.

Post by Alchemist »

Hmm I'll look into that. Could you give me the unit name of the mine(s) so I can look into that?
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: Mine tags.

Post by REVENGE »

Yeh, I did something very similar with the WarEvo smart mines.
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: Mine tags.

Post by KDR_11k »

KP bugbombs used that method though they weren't restricted in the targets they could strike.
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: Mine tags.

Post by REVENGE »

Units with kamikaze=1 are currently stupid and borked, imo. They should follow all weaponstate commands, among other things, and should generally work more like a unit with a weapon that's an explosion.
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