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Remote Mines

Posted: 29 Jan 2008, 18:33
by Final
Remote mines.

Self Explanatory. Easily achievable.

Re: Remote Mines

Posted: 29 Jan 2008, 18:48
by Pxtl
Tedious micro. Already implemented in engine - do it in your mod.

Re: Remote Mines

Posted: 29 Jan 2008, 19:05
by bobthedinosaur
ctrl d? with 0 sec timer?

Re: Remote Mines

Posted: 29 Jan 2008, 19:09
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.

Re: Remote Mines

Posted: 29 Jan 2008, 20:06
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:

Re: Remote Mines

Posted: 31 Jan 2008, 00:01
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)

Re: Remote Mines

Posted: 31 Jan 2008, 01:38
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.

Re: Remote Mines

Posted: 31 Jan 2008, 19:52
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.

Re: Remote Mines

Posted: 31 Jan 2008, 21:31
by NOiZE
Can any1 tell me why we can't put mines on Hold Fire? It used to work....

Re: Remote Mines

Posted: 03 Feb 2008, 16:27
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 :)

Re: Remote Mines

Posted: 03 Feb 2008, 16:34
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.

Re: Remote Mines

Posted: 04 Feb 2008, 16:55
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...

Re: Remote Mines

Posted: 04 Feb 2008, 17:16
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!!!

Re: Remote Mines

Posted: 05 Feb 2008, 00:34
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

Re: Remote Mines

Posted: 05 Feb 2008, 04:57
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.

Re: Remote Mines

Posted: 05 Feb 2008, 08:18
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.

Re: Remote Mines

Posted: 05 Feb 2008, 12:07
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.

Re: Remote Mines

Posted: 06 Feb 2008, 04:05
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. :-)

Re: Remote Mines

Posted: 06 Feb 2008, 13:01
by ILMTitan
It is done, r5458. New tag is KamikazeFireControl. Defaults to false (keeping existing behavior the same).

Re: Remote Mines

Posted: 06 Feb 2008, 16:27
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?