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Mine tags.
Posted: 09 Sep 2008, 15:46
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.
Re: Mine tags.
Posted: 09 Sep 2008, 16:10
by FLOZi
S44 mines already do this
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.
Re: Mine tags.
Posted: 09 Sep 2008, 16:19
by Hoi
So that anti tank mines don't get triggered by infantry?
Re: Mine tags.
Posted: 09 Sep 2008, 19:19
by FLOZi
Correct
Re: Mine tags.
Posted: 10 Sep 2008, 01:23
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?
Re: Mine tags.
Posted: 10 Sep 2008, 04:23
by REVENGE
Yeh, I did something very similar with the WarEvo smart mines.
Re: Mine tags.
Posted: 10 Sep 2008, 09:40
by KDR_11k
KP bugbombs used that method though they weren't restricted in the targets they could strike.
Re: Mine tags.
Posted: 10 Sep 2008, 21:16
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.