Author Topic: Mine Field -->request  (Read 3333 times)

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Offline tomcat

  • Dark Lord of Truespace
  • 28
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...
« Last Edit: December 19, 2002, 07:54:24 am by 360 »
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Offline Petrarch of the VBB

  • Koala-monkey
  • 211
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.

 

Offline Solatar

  • 211
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.

 

Offline HotSnoJ

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Don't know if it is in FRED. But having multiple fields would be really nice.
I have big plans, now if only I could see them through.

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Offline Solatar

  • 211
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.

 

Offline IPAndrews

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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).
Be warned: This site's admins stole 100s of hours of my work. They will do it to you.

 

Offline tomcat

  • Dark Lord of Truespace
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Re: Re: Mine Field -->request
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?
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Offline LtNarol

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Re: Re: Re: Mine Field -->request
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.

 

Offline mikhael

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Re: Re: Re: Re: Mine Field -->request
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.
[I am not really here. This post is entirely a figment of your imagination.]

 

Offline HotSnoJ

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here's a FS1 mission. I haven't tested it yet on my machine but it should work.

download
I have big plans, now if only I could see them through.

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Offline WMCoolmon

  • Purveyor of space crack
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Re: Re: Re: Re: Mine Field -->request
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.
-C

 

Offline EdrickV

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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.)
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Offline Bobboau

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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...
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