Remote Mines

Remote Mines

Requests for features in the spring code.

Moderator: Moderators

User avatar
Final
Posts: 71
Joined: 18 Jan 2008, 17:26

Remote Mines

Post by Final »

Remote mines.

Self Explanatory. Easily achievable.
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Remote Mines

Post by Pxtl »

Tedious micro. Already implemented in engine - do it in your mod.
User avatar
bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: Remote Mines

Post by bobthedinosaur »

ctrl d? with 0 sec timer?
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: Remote Mines

Post by KDR_11k »

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.
User avatar
Final
Posts: 71
Joined: 18 Jan 2008, 17:26

Re: Remote Mines

Post by Final »

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. :wink:
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Re: Remote Mines

Post by manored »

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)
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Re: Remote Mines

Post by Snipawolf »

Heh, this is extremely easy, take a mines weapon away, give it a shorter timer, then give it a decent self D explosion.
User avatar
Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Re: Remote Mines

Post by Guessmyname »

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.
This works.
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Re: Remote Mines

Post by NOiZE »

Can any1 tell me why we can't put mines on Hold Fire? It used to work....
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Re: Remote Mines

Post by manored »

NOiZE wrote:Can any1 tell me why we can't put mines on Hold Fire? It used to work....
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.

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 :)
User avatar
LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Re: Remote Mines

Post by LordMatt »

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.
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Re: Remote Mines

Post by manored »

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.
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...
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Re: Remote Mines

Post by NOiZE »

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!!!
User avatar
LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Re: Remote Mines

Post by LordMatt »

NOiZE wrote: yes maek patch!!!! it used to work in earlier versions of spring!!!
This sounds like a job for...bumbadumbumbum...ILMTitan. :P
User avatar
ILMTitan
Spring Developer
Posts: 410
Joined: 13 Nov 2004, 08:35

Re: Remote Mines

Post by ILMTitan »

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.
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: Remote Mines

Post by KDR_11k »

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.
User avatar
ILMTitan
Spring Developer
Posts: 410
Joined: 13 Nov 2004, 08:35

Re: Remote Mines

Post by ILMTitan »

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.
User avatar
LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Re: Remote Mines

Post by LordMatt »

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.
I'm sure there are a million opinions from the modding community, but I'm happy you're adding it back in. :-)
User avatar
ILMTitan
Spring Developer
Posts: 410
Joined: 13 Nov 2004, 08:35

Re: Remote Mines

Post by ILMTitan »

It is done, r5458. New tag is KamikazeFireControl. Defaults to false (keeping existing behavior the same).
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Remote Mines

Post by Pxtl »

ILMTitan wrote:It is done, r5458. New tag is KamikazeFireControl. Defaults to false (keeping existing behavior the same).
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?
Post Reply

Return to “Feature Requests”