Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: tomcat on December 18, 2002, 09:32:45 am

Title: Mine Field -->request
Post by: tomcat on December 18, 2002, 09:32:45 am
Hi it would be cool to have a mine field. Like a small Asteroid field in witch ,if a ship come close to a Mine,it will Blow up and any thing in a range of X-meters..
Or a tracking mine field..same as above but mines will track the object in close proximity and aproach them with certain velocity...
Title: Re: Mine Field -->request
Post by: Petrarch of the VBB on December 18, 2002, 01:22:25 pm
Quote
Originally posted by tomcat
Hi it would be cool to have a mine field. Like a small Asteroid field in witch if a ship come close to a Mine the mine it will Blow upand any thin in a range of X-meters..


You can do this in FRED, there is no need for source code tinkerage.
Title: Mine Field -->request
Post by: Solatar on December 18, 2002, 03:09:30 pm
I think we should have something in the asteroids editor. Where it says the kinds of fields, you could choose active, passive, or mine. Then it places a certain .pof for the mines all over the place. You could choose Terran, Vasudan, or Shivan.
Title: Mine Field -->request
Post by: HotSnoJ on December 18, 2002, 05:37:58 pm
Don't know if it is in FRED. But having multiple fields would be really nice.
Title: Mine Field -->request
Post by: Solatar on December 18, 2002, 05:52:48 pm
Yeah, you could have a minefield inside an asteroid field.

Or an asteroid field with some asteroids just sitting there, and some flying around crashing into ships.
Title: Mine Field -->request
Post by: IPAndrews on December 19, 2002, 03:20:43 am
He wants proximity detomation for the mines, which would require a lot of range checking for a minefield with lots of mines.

As opposed to just replacing the asteroid objects with mine objects (which is highly entertaining).
Title: Re: Re: Mine Field -->request
Post by: tomcat on December 19, 2002, 07:53:03 am
Quote
Originally posted by Petrarch of the VBB


You can do this in FRED, there is no need for source code tinkerage.


I think it is...If I want a  field with at least 20-30 mines ..Quite hard to FRED dont u think?
Title: Re: Re: Re: Mine Field -->request
Post by: LtNarol on December 19, 2002, 08:31:46 am
Quote
Originally posted by tomcat
I think it is...If I want a  field with at least 20-30 mines ..Quite hard to FRED dont u think?
Nothing easy is worth doing.  I've seen this done before, proximity mines that is, without any source code mods.  If you make your mission in Fred, and then open it up in wordpad, its just a matter of copy and paste and changing a few names.
Title: Re: Re: Re: Re: Mine Field -->request
Post by: mikhael on December 19, 2002, 01:05:55 pm
Quote
Originally posted by LtNarol
Nothing easy is worth doing.  


I suggest never booting your computer again--its too easy to boot, since you only need to hit that one button.

Seriously, sometimes automation is a good thing.
Title: Mine Field -->request
Post by: HotSnoJ on December 19, 2002, 01:30:18 pm
here's a FS1 mission. I haven't tested it yet on my machine but it should work.

download (http://planethardwar.com/~hwcomic/files/mine games.rar)
Title: Re: Re: Re: Re: Mine Field -->request
Post by: WMCoolmon on December 19, 2002, 05:44:50 pm
Quote
Originally posted by LtNarol
Nothing easy is worth doing.  I've seen this done before, proximity mines that is, without any source code mods.  If you make your mission in Fred, and then open it up in wordpad, its just a matter of copy and paste and changing a few names.

It'll save quite a bit of time and effort for mission designers and isn't a particularly obscure or inane option. It's also easier to delete/modify/add a field.
Title: Mine Field -->request
Post by: EdrickV on December 21, 2002, 09:29:55 pm
Another way of looking at minefield stuff: A new ship type. A ship of type "mine" would automatically blow up when a ship of an opposing IFF signature (or maybe even any ship) comes within a specified range. This would probably be easier to code then a minefield done using the asteroid code (which does a lot more then just put asteroids all over) but a lot easier then doing it via SEXPs. You'd just place mines wherever you want, and this would allow for multiple types of mines. It would require new AI code, but I know there's code in the source to check the distances between 2 ships, which could likely be used in the AI code. (One of the nice things about FS2 is that it's code is often very moduler. A function used to do one thing for one purpose may be useful to do another, like my simple fix for is_tagged that calls code from the HUD system.)
Title: Mine Field -->request
Post by: Bobboau on December 21, 2002, 10:01:14 pm
I think it would be better if we made this a weapon type rather than a ship, the advantages would be that there could be ships activly dopping mines, you can have presicely one hell of a lot more weapons in the scene than ships,
also haveing something like a astroid feild editor for generating a feild of these wold be good, and posably a set of targeting flags for what it will go after, things like oposing IFF, all, taged, ect...