Re-Enable Mine Layer Logic

Bug #894992 reported by MRMIdAS
8
This bug affects 1 person
Affects Status Importance Assigned to Milestone
Ares
Confirmed
Wishlist
Unassigned

Bug Description

In RA2/YR you can make a mine layer, this is achieved by getting a vehicle to deploy into a mine, and givng the mine a free vehicle with one less "pip" for ammo, in reality this is a seperate vehicle, and, as such, buggers up your "select all" clicks and makes it almost impossible for the AI to use properly.

I'm not sure how much of the code remains, how feesable/easy it'll be putting it back in, but I'd like to see an "proper" mine layer, one that deploys the mine, and moves on, without transforming.

Tags: layer vehicle
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Marshall (m-edward) wrote :

e.g. a "DeploysA=" flag instead of "DeploysInto="
The unit could re-use all the Ammo logic to control the number of times it can deploy a building, reloading, etc

Could be a problem if the DeploysA= building wasn't pathable to the unit - the unit would get stuck. But for a Mine Layer (which is the only purpose I can really see this being used for) you'd always want the mine to be pathable anyway so doubt this will be an issue for anyone.

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MRMIdAS (mrmidas) wrote :

It might need another tag, thinking about it. as my mine layer has a light machine gun ATM, to defend itself once it's out of "mines" so I wouldn't want the machinegun using ammo pips which are set as mines.

It could be solved by having a MineLayer=Yes tag, and the mines as a secondary weapon, so the logic will identify the mines as being rechargable, whereas the machine gun is infinate.

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Bug Importer (bug-importer) wrote :

The latter remark is a strong point for my "Ammo on Weapons" request, rather than having something hardcoded like "If Minelayer=yes, ignore Primary weapon fire for ammo count".

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MRMIdAS (mrmidas) wrote :

Well I feel daft now.

That's a bloody good idea is that!

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Renegade (renegade) wrote :

Severity -> feature. RTFM.

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kenosis (kenosis) wrote :

Totally not needed.Use airburst weapon and a warhead animation mutating to the mine infantry.That's mine attached to a cannon.

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MRMIdAS (mrmidas) wrote :

Functioning Logic > workarounds IMO

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YR M0ddEr (yr-m0dder) wrote :

This is already possible with workarounds. May not work 100% as it did in eariler gamaes, but close.

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MRMIdAS (mrmidas) wrote :

So? 100% proper working functionality is what we want, and no workaround will accomplish that ATM

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