Modded Sinkable Mines

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Sadist_Cain
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Joined: 2007-08-22 14:47

Post by Sadist_Cain »

LOVED seeing the mines sink into the ground and the Engineer (wtf other kit should it be? :P ) with the flags and mine detector thats a HUGE element of gameplay right there! oh can we for 0.7 Rhino pleeaseeeee :D
Hasn't support fire been improoved for 0.7? so you've got your IFV and your support gunners either side as your engineers creep slowly foreward into the woods searching for mines, flagging and disarming them. I want flags :P
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arneboe
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Post by arneboe »

what about getting a marker on the map displaying a "minefield" icon if your team place a mine.. that would be realistic,,, atleast to the "good guys".. if a road is mined it is sure to be marked on the maps of the units in that area etc... This way if some dude just drives off in the apc without checking the map for mines it's his fault and he's to blame... don't know if this is doable, but i think it would be a good way to do it.. or the small flags FH2 had.. :S

i would be a very happy PR player if sinking mines was implemented..

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1rankman
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Post by 1rankman »

well i think you should have to dig them in with the spade
Sadist_Cain
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Post by Sadist_Cain »

that would be hard to code wouldnt it?
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AtlantaFalcons
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Post by AtlantaFalcons »

This idea is great on terrains that aren't concrete, asphault or tarmac, where it just looks retarded for things to fall through the road or sidewalk.
Viper5
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Post by Viper5 »

Great suggestion *Stares down Coders*

On a sidenote, Atlanta is teh DEV! An extra round of hookers for him!
WNxKenwayy
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Post by WNxKenwayy »

[R-DEV]AtlantaFalcons wrote:This idea is great on terrains that aren't concrete, asphault or tarmac, where it just looks retarded for things to fall through the road or sidewalk.
+1. Soon as you can throw a solid explosive object onto a paved surface and have it disapear let me know.
[uBp]Irish
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Post by [uBp]Irish »

does different terrain have different code callbacks?

i.e. you say that the code line for the mine to sink into the ground is everything, but set it to only be able to sink into the ground if it checks back that it is sinking into a different type of terrain (map code line). if not, then it will stay on the surface (the way it currently is now).

and those prox ied's.. could we get a bigger radius and a bigger boom?
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AtlantaFalcons
Retired PR Developer
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Post by AtlantaFalcons »

'[uBp wrote:Irish;547690']does different terrain have different code callbacks?

i.e. you say that the code line for the mine to sink into the ground is everything, but set it to only be able to sink into the ground if it checks back that it is sinking into a different type of terrain (map code line). if not, then it will stay on the surface (the way it currently is now).

and those prox ied's.. could we get a bigger radius and a bigger boom?
No, the different terrain types are different materials, but that has no effect on these sinking mines.

Most likely what FH2 is doing is having the mines center point off a bit, so that the mine doesn't actually "collide" with the terrain until after part of the model has clipped through.

It's a cool effect, and maybe they have fixed the issue with asphalt and concrete, but I don't see how.
HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Post by HughJass »

this would be nice, and help the engy class too. Maybe not having to go slowly with a mine detector due to the pace of the game, maybe a more regular walk speed would adjust to the game. Also engys would get MUCHO points for taking those mines off.
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Ablack77
Posts: 209
Joined: 2007-06-06 09:48

Re: Modded Sinkable Mines

Post by Ablack77 »

Stole this from our forums, this was a reaction to the new logistics and changes to the engineer,
different examples of how mines could be sunken into the ground:
Psyrus wrote:Actually if he was just given the ability to shovel the mines into the ground so that only that small detonator plate was showing then I'd be cool with the changes, so that mines were actually what they are meant to be - A hidden explosive device to take vehicles by surprise and make them go boom. :)
Psyrus wrote: Image
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Possibilities:

1.place mine on the ground and then use the shovel (and some code) to conceal the mine.

2.once the mine is placed on the ground the coding is changed so that only the top of the mine is shown.

3.model is edited (or new model is made) so that it is only the top plate of a mine, animation could stay the same.
Last edited by Ablack77 on 2009-01-03 07:39, edited 5 times in total.
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badmojo420
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Re: Modded Sinkable Mines

Post by badmojo420 »

Would it be possible to make mines deployed assets? So the engineer pulls up the menu and clicks 'Place Mine' then a mine appears on the ground. If you leave it at that it will work like mines now. But if you pull out the shovel and start digging it, you will change the model into just the top detonator like in the pic above.
$kelet0r
Posts: 1418
Joined: 2006-11-15 20:04

Re: Modded Sinkable Mines

Post by $kelet0r »

badmojo420 wrote:Would it be possible to make mines deployed assets? So the engineer pulls up the menu and clicks 'Place Mine' then a mine appears on the ground. If you leave it at that it will work like mines now. But if you pull out the shovel and start digging it, you will change the model into just the top detonator like in the pic above.
Better, make the mines a squad leader deployable asset that require 'building' by the squad to set up. The engineer then becomes more of an EOD and breaching type with C4 and grappling hook instead of mines for demolitions and ordinance destruction.
CareBear
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Re: Modded Sinkable Mines

Post by CareBear »

still the problem of it going through concrete etc... as you even show with you pic.....
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Raic
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Joined: 2007-02-24 15:59

Re: Modded Sinkable Mines

Post by Raic »

CareBear wrote:still the problem of it going through concrete etc... as you even show with you pic.....
This is what I noticed also, in FH2 you cna't place mines on buildings or hard terrain, but these are made with statics. Isn't roads part of "ground" just painted?
Psyrus
Retired PR Developer
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Re: Modded Sinkable Mines

Post by Psyrus »

Is the mines being subterranean in concrete really that much of an issue for people? Compromise between 'realism' and gameplay?
.blend
Posts: 212
Joined: 2008-01-28 22:54

Re: Modded Sinkable Mines

Post by .blend »

I dont think shoveling is rly needed, because shoveling just means it takes more time, which could also be simulated by having the deployment take a while.
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: Modded Sinkable Mines

Post by badmojo420 »

NickO wrote:Unnecessary. If you learn to place mines correctly the enemy/allies( :P ) wont be able to spot the mines.
Adjusting your mine placement to the games limits is currently the only option. But, wouldn't it be better to have more 'hidden' mines.
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Re: Modded Sinkable Mines

Post by AnRK »

[R-DEV]Rhino wrote:thats a pretty awesome idea right there! I really liked in FH2 how the mine detector picked up mines with the "lock radius" hehe, really clever, think we may look into doing something like this and as 21CW is a BSS mod (and ow us for quite abit of stuff) think we can easily get this :) .
Also picks up anything metallic too, missed my wrench when I was repairing my arty piece yesterday and ended up getting the mine detector out which started beeping when I put it nearby, also did it with the mortar.

Perhaps if we had it in game we could have deployable bottlecaps to confuse the enemy :p

Kenway has a point though, this is good in theory, but mines going through solid surfaces is kinda stupid.
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