suggestion for mines (funserver CZ) - trigger on hit

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God, maker of the world
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suggestion for mines (funserver CZ) - trigger on hit

#1 Post by God, maker of the world » Fri Feb 12, 2010 7:34 pm

To balance the uber-power that mines can give the human team, I suggest that mines do explode if they get hit by stray shots (incl. Luci and flamethrower).

EDIT:

They should also get triggered by explosions (chain reaction caused by exploding buildings, nades and other mines).

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#2 Post by Nomad » Fri Feb 12, 2010 8:08 pm

Yea, but i think q3 engine will not allow it :(

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#3 Post by God, maker of the world » Fri Feb 12, 2010 8:10 pm

Are mines different things than buildings?
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#4 Post by Nomad » Fri Feb 12, 2010 8:11 pm

God, maker of the world wrote:Are mines different things than buildings?
Yes, it's like nade....

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#5 Post by Quarko » Fri Feb 12, 2010 9:29 pm

Well, I've tried hacking a qvm a little (rota had an idea of slashing nade to throw it back), so I can say that it is veery easy to make it explode with some nearby explosion.
However, it is MUCH harder to make it go off by direct shot.

Problem is, mines and nades are real objects, like buildings. But they have zero reflect box. Reflect box determines where does this object block projectiles or creatures. And I did not find a way to hack it :(
Maybe Rotacak will be more lucky though...

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#6 Post by God, maker of the world » Sat Feb 13, 2010 8:40 am

Can't you just turn mines into a new kind of building? After all, they are not thrown like nades but placed like turrets.

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#7 Post by sindarus » Sat Feb 13, 2010 11:30 am

i belived the mine was allready here for balance the humans vs alien...
i bellive too there will always be a stupid man to shoot any mines...
and an another guy for put a mine IN the base...

but i propose the "autor" of a mine can take it for lay down it other (or maybe sell it)

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#8 Post by Quarko » Sat Feb 13, 2010 2:57 pm

Yes, mines should be deconnable, maybe with ckit or something. Sometimes you put a mine in your base (by accident) and the whole game you worry if some dretch will make it go off...

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#9 Post by Rotacak » Tue Feb 16, 2010 1:08 pm

Chain reaction - mine need to detect damage. But I failed on this, yet. When I can detect damage on mine, then I can make chain reactions, kicking grenades around etc.

Mines and grenades arent buildables, but missiles and they have little different behavior.

If mines will be buildables (from ckit) then there will be no problem with detecting/recieving damage.

Deconable mine with ckit will not save base - imagine how you want to target tinymine inside many buildables around.

You can disable all mines from one player - if player leave team (!specme, disconnect, kick, ban).

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#10 Post by Quarko » Tue Feb 16, 2010 9:25 pm

As I told, I succesfully haxored a damage receiving check from explosions. If you remember I even made nades bounce around if some other nade explodes nearby. But doing the same for normal ammo is much much harder. I applied tonns of bbox hacks in various places and still could not force bullets to hit the nade...

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#11 Post by CrackD0wn » Wed Feb 17, 2010 12:22 am

then its safe to conclude that your haxing skillz suck ^^
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#12 Post by Quarko » Wed Feb 17, 2010 12:30 am

It's also safe to conclude that my laziness skills are at grandmaster level ;)

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#13 Post by God, maker of the world » Wed Feb 17, 2010 4:55 am

Rotacak:

> Deconable mine with ckit will not save base - imagine how you want to target tinymine inside many buildables around.

Yeah, about that: Healing buildings is oftentimes sucky because you have to aim high to even hit the building. Rule is: Aim to a height that does not seem to make sense - then it will work.

Why not kill two flies with one swat and introduce a new feature:

The building that you effectively aim at with your buildgun becomes a blue ghost (temporarily, of course). This way, it would be no problem to remove mines.

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#14 Post by Quarko » Wed Feb 17, 2010 12:59 pm

It will bring some uber-lag. Ckit will have to check line of fire about 10 times a second. And it will lag A LOT if there are lots of buildables in the base.

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#15 Post by God, maker of the world » Thu Feb 18, 2010 5:03 am

Quarko, I don't see why.

I have seen servers where you autorepair - you don't have to click right mouse button to repair, aiming is enough. I can't remember any lag.

On a standard server, you repair with button click. In that moment, the system has to find out what building you're aiming at. So - what's the difference? The system knows what you aim at, why can't the system paint your target (which it is painting 30 times a second anyway) in translucent instead of solid?

Worst case scenario is that you have to click repair first to see the building (or mine) in translucent until you stop repairing.

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