Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Deathsnake on October 28, 2011, 04:24:07 pm

Title: Request: Minefield
Post by: Deathsnake on October 28, 2011, 04:24:07 pm
I use in my Enigma Campaign for the Saga Prologue now Mines. I want to build a Minefield like in Classic Wing Commander 1+2. But I'm limited with the objects (now use waves - but its not really nice :( ) and with the collision. Have anyone an idea how can I make it better.

Any Ideas are welcome and hope that in a future build a Minefield is there like an Asteroidfield :) Thx

Greetings
Alex
Title: Re: Request: Minefield
Post by: Trivial Psychic on October 28, 2011, 06:55:44 pm
It's been discussed many times.  I've always argued that something akin to the asteroid field be used, which draws upon a mine table or portion of ships.tbl, where the capabilities of various mine types could be specified, such as proximity detonation range, whether they should actively drift towards a nearby enemy, mount weapons, yield, and what kind of sensor jamming should be present, I.E. flashing dot, full stealth, or even cloaked.  The minefield controls in FRED would also give the option to arrange orderly or randomly, and density.
Title: Re: Request: Minefield
Post by: Alan Bolte on October 29, 2011, 12:14:06 am
I looked into a way to script a small deployable minefield and eventually concluded it wasn't really feasible and would require creating a new object type (currently there are ships, asteroids, debris, and weapons). The best I could possibly do was a rear-launching Piranha with slightly more submunitions.