Mine teamkill system
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Spectrium
- Posts: 53
- Joined: 2013-02-24 14:05
Re: Mine teamkill system
If there is an information about deployed mine It's drivers fault. If there is not, it's com-eng's fault.

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Arab
- PR:BF2 Developer
- Posts: 2898
- Joined: 2012-05-18 03:37
Re: Mine teamkill system
Is auto-kick an option in servers?
Last edited by Arab on 2014-02-14 15:48, edited 1 time in total.
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fatalsushi83
- Posts: 551
- Joined: 2013-12-03 07:49
Re: Mine teamkill system
Anyone going to try doing a proof-of-concept for the floating mine markers? It sounds like a great idea to me. It may be unrealistic but having careless insurgents who constantly trip their own IEDs is even more unrealistic. And there will ALWAYS be people on your team who either place the IEDs in bad locations or don't check their map for mine markers, especially on crowded servers. I don't see any solution other than the floating markers and it would be awesome if someone could try implementing them.
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Arab
- PR:BF2 Developer
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- Joined: 2012-05-18 03:37
Re: Mine teamkill system
I lack any knowledge on coding, especially python, but when I have the time and motivation, I'll try to copy it from Battlefield 2 and add the code and image to PR somehow.fatalsushi83 wrote:Anyone going to try doing a proof-of-concept for the floating mine markers? It sounds like a great idea to me. It may be unrealistic but having careless insurgents who constantly trip their own IEDs is even more unrealistic. And there will ALWAYS be people on your team who either place the IEDs in bad locations or don't check their map for mine markers, especially on crowded servers. I don't see any solution other than the floating markers and it would be awesome if someone could try implementing them.
Some problems of porting it:
-Performance. So many mine marker placed could lower performance. Can be solved by reducing size of Mine Marker. Not sure.
-When people join, the mine markers disappear. There must be a code that keeps it active.
-If a mine explodes, will the icon be removed?
Post #193 by Mats391 has details on it.
Last edited by Arab on 2014-02-18 12:45, edited 5 times in total.
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fatalsushi83
- Posts: 551
- Joined: 2013-12-03 07:49
Re: Mine teamkill system
Thanks for the reply, Arab. Hope it gets implemented sometime.
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matty1053
- Posts: 2007
- Joined: 2013-07-03 00:17
Re: Mine teamkill system
I like what Arab Said....
A smaller Icon would be ideal.
And remove the icon when the mine is destroyed.
Since some rounds people paint the maps w/ marks.
But I think it's just dumb when people are mad at their team and place mine(s) in front of their APC's and helis full of troops. It sucks
A smaller Icon would be ideal.
And remove the icon when the mine is destroyed.
Since some rounds people paint the maps w/ marks.
But I think it's just dumb when people are mad at their team and place mine(s) in front of their APC's and helis full of troops. It sucks
DETROIT TIGERS


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Arab
- PR:BF2 Developer
- Posts: 2898
- Joined: 2012-05-18 03:37
Re: Mine teamkill system
Great News! It works perfectly 

Tested on Al Basrah Inf on Co-Op Mode, Muttrah Inf on Co-Op Mode
Features:
-When you die, and respawn the mine marker still appears which is great.
-In addition, aiming at a friendly displays their user tags much faster.
-Can see from 600+ meters! (Tested on Muttrah). Will test on a larger map.
-When you team-switch e.g from US to MEC and US, the mine marker remains active.
-When mine explodes, mine marker deactivates
-Can turn on and off via pressing ALT (Not sure why)
Problems:
1. Alt-Tabbing briefly makes the mine marker disappear, but it reappears later. This is because ALT turns it off and on.
RESOLVED:
Simply pressing ALT will switch it.
Will upload a video tomorrow of it.
https://www.realitymod.com/forum/f388-p ... ost1986340

Tested on Al Basrah Inf on Co-Op Mode, Muttrah Inf on Co-Op Mode
Features:
-When you die, and respawn the mine marker still appears which is great.
-In addition, aiming at a friendly displays their user tags much faster.
-Can see from 600+ meters! (Tested on Muttrah). Will test on a larger map.
-When you team-switch e.g from US to MEC and US, the mine marker remains active.
-When mine explodes, mine marker deactivates
-Can turn on and off via pressing ALT (Not sure why)
Problems:
1. Alt-Tabbing briefly makes the mine marker disappear, but it reappears later. This is because ALT turns it off and on.
RESOLVED:
Simply pressing ALT will switch it.
Will upload a video tomorrow of it.
https://www.realitymod.com/forum/f388-p ... ost1986340
Last edited by Arab on 2014-02-24 14:21, edited 21 times in total.
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fatalsushi83
- Posts: 551
- Joined: 2013-12-03 07:49
Re: Mine teamkill system
Are you saying you got a mine model to appear as a marker above IEDs planted underground? If so, that's awesome! I definitely hope it gets approved. Thanks for working on this issue.
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Arab
- PR:BF2 Developer
- Posts: 2898
- Joined: 2012-05-18 03:37
Re: Mine teamkill system
Maybe
It works for Victim Operated Water Containers.
Nothing special that I did. I just add the icon, and increased draw distance with a small tweak of a .con file.
Thread Info here:
https://www.realitymod.com/forum/f388-p ... xture.html
Nothing special that I did. I just add the icon, and increased draw distance with a small tweak of a .con file.
Thread Info here:
https://www.realitymod.com/forum/f388-p ... xture.html
Last edited by Arab on 2014-02-25 05:11, edited 10 times in total.
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fatalsushi83
- Posts: 551
- Joined: 2013-12-03 07:49
Re: Mine teamkill system
I just read that thread and it's good to know that the devs are supportive of this idea. It'll make sappers SO much more usable.
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Meus
- Posts: 4
- Joined: 2008-08-19 00:50
Re: Mine teamkill system
"None of the above! I think that..."
Situation 1 Player 'A' got team killed by "marked" explosion by player "B"
- player 'A' did not read the map, therefore he should be punished for deaths.
Situation 2 Player 'A' got team killed by "Unmarked" explosion by player "B"
- Player 'B' did not mark his explosion, Therefore he should be punished for deaths.
Howsoever, nor player "A" or player "B" should be kicked/banned for this accident. (hard coded?)
If a player wants to be a troll/smacktard, he'll find his way somehow.
But it isn't the explosion that controls the kick/ban. They are called server admins.
- Soul
Situation 1 Player 'A' got team killed by "marked" explosion by player "B"
- player 'A' did not read the map, therefore he should be punished for deaths.
Situation 2 Player 'A' got team killed by "Unmarked" explosion by player "B"
- Player 'B' did not mark his explosion, Therefore he should be punished for deaths.
Howsoever, nor player "A" or player "B" should be kicked/banned for this accident. (hard coded?)
If a player wants to be a troll/smacktard, he'll find his way somehow.
But it isn't the explosion that controls the kick/ban. They are called server admins.
- Soul
Last edited by Meus on 2014-06-23 05:55, edited 1 time in total.
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StevePl4y5
- Posts: 385
- Joined: 2014-02-02 14:33
Re: Mine teamkill system
The thing is, sometimes people are just stupid. There are numbers of situations where the sappers place mines in completely innapropriate places, especially AP mines. But sometimes they do a great job, and other people do a great job at ruining it.
Just the other day, on Fallujah West, the first cache was right on this big open building next to the bity city entrance arks or towers or whatever (close to BLUFOR main). So we just mine the hell out of the acess roads from their main to the cache, especially the arks. There were tons of mine markers, marking individual mines, the arks on the map was basically all red because of the mine markers. And still, a couple of idiots managed to roll right into the mines on different ocasions. The mines were placed in such obvious places, that they were barely there to kill the enemies, but more to act as blockades, but still. Idiots.
Just the other day, on Fallujah West, the first cache was right on this big open building next to the bity city entrance arks or towers or whatever (close to BLUFOR main). So we just mine the hell out of the acess roads from their main to the cache, especially the arks. There were tons of mine markers, marking individual mines, the arks on the map was basically all red because of the mine markers. And still, a couple of idiots managed to roll right into the mines on different ocasions. The mines were placed in such obvious places, that they were barely there to kill the enemies, but more to act as blockades, but still. Idiots.
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fatalsushi83
- Posts: 551
- Joined: 2013-12-03 07:49
Re: Mine teamkill system
I know what you mean but before calling people idiots you have to keep in mind that even experienced players will sometimes trip friendly mines. When you're focusing on something like leading a squad or hunting an enemy vehicle it's easy to forget to check your map constantly.
I wish the devs would implement a 3D marker system for friendly mines (it's been suggested in this thread) but I haven't heard back from any of them about it.
I wish the devs would implement a 3D marker system for friendly mines (it's been suggested in this thread) but I haven't heard back from any of them about it.
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Dooties
- Posts: 16
- Joined: 2014-08-21 19:14
Re: Mine teamkill system
Personally I'd think that it depends on the situation, it would be unfair to punish the Sapper when he warned everyone of the mines and a careless driver didn't listen to the warning and still go, and it would be unfair to a driver to be punished because a sapper didn't warn people of the emplacements of his mines.
I don't know how an automated system could fix something like that though.
I don't know how an automated system could fix something like that though.
[img]http://i.imgur.com/EBKZ59w.png[/img]
Stand strong, stand together
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Squirrel[STF]
- Posts: 121
- Joined: 2012-11-26 16:49
Re: Mine teamkill system
I don't think neither should be punished. (unless the mines weren't marked by the placer - then the placer of the mines should be held accountable) We all make mistakes, the "facepalm" feeling you get when you aren't paying attention is punishment enough.
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MaSSive
- Posts: 4502
- Joined: 2011-02-19 15:02
Re: Mine teamkill system
The "owner" of the mine should be punished (current system) - only if mine was not marked or being set too close to main base or in main base.The "owner" of the mine should be punished (current system).
The driver of the vehicle should be punsihed.
It's fault of both - both should be punished.
It's no one's fault - no one should be punished.
None of above. I think that ...
The driver of the vehicle should be punished - only if he ran over a marked mine.
It's fault of both - both should be punished - the most "fair" system IMO.
If driver was driving a "costly" vehicle or a car/truck full with infantry and if that costs the team a large ammount of tickets then punishment ratio should be greater than low ticket value. This info should be displayed on players screen in form of:
You idiot ran into a friendly mine and you cost your team X tickets! You are being punished by < insert something here >.
The one that placed mine should be ordered to drop kit immediately or get imprisoned, and punished by Y amount of score which depends if mine was marked or not, close to base or not, etc.
This is tricky, cause TK moron could use this as their advantage if both are not punished. At least the one that placed mine should be denied the use of any special kit for a longer time, and the driver that ran into it should be denied access to the vehicles for some period.
Last edited by MaSSive on 2014-08-29 22:45, edited 1 time in total.
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PatrickLA_CA
- Posts: 2243
- Joined: 2009-07-14 09:31
Re: Mine teamkill system
Nobody should be punished. Server admins exist for things like this. Accidents always happen and if someone does that repeatedly then it means he's doing it on purpose and the server admin will punish him. There aren't too many servers now and that mines that the ones that are up have admins 100% of the time. So it's not a big deal to talk to an admin and resolve this, besides, it doesn't happen as often.
In-game: Cobra-PR
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banana.man
- Posts: 5
- Joined: 2015-08-16 00:17
Re: Mine teamkill system
there's already a 3D marker system, rocks, though hardly anyone happens to use them.fatalsushi83 wrote:
I wish the devs would implement a 3D marker system for friendly mines (it's been suggested in this thread) but I haven't heard back from any of them about it.


