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View Full Version : Land Mines: Are they possible?



Killer
17-12-2007, 03:01
I'm trying to make a map with land mines in it, but I don't know how I should approach it.

What I thought of doing is making spots of the ground explode on contact, like in real life. I was gonan make it so when you step on the spot, the spot does a small explosion with enough damage to kill you + send you flying. I want the explosion to be small for the sole purpose of not destroying the surrounding mines.

Any thoughts on how to approach this? Anything will be greatly appreciated! :D

Frost
17-12-2007, 03:02
trigger once linked to trigger hurt and efx above the mine.

Killer
17-12-2007, 03:15
Really? Thanks. :D

I thought I had to use func_breakable and mess with the splash radius and splash damage.

Jarik
17-12-2007, 03:19
I don't know anything about MB2 mapping, but if it's like AOE editor, then yes. All you have to do is target your destination, and set the effect instant death with sfx and fire.

WorldsLargestIpod
17-12-2007, 03:25
Imagine walking along, and suddenly. BOOOOOOM!

You wouldn't enjoy that.

Jarik
17-12-2007, 03:26
Yeah, tell that to the many persons who died at WW2 and Vietnam.

MandaloreBIC
17-12-2007, 03:28
Really? Thanks. :D

I thought I had to use func_breakable and mess with the splash radius and splash damage.
that works too, it's actually better, make func_breakable with 1 hp and the "thin" spawnflag, then give it splashdmg and dmg

as for the trigger explosion, 1 downside is that if you shoot it, it won't blow up (unless it triggers a func_break)

Killer
17-12-2007, 04:23
Okay, I'm trying that BIC, but not only am I getting no explosion, but I'm also not receiving damage. Also, whenever I step on it, I don't seem to break through on contact. :|

Assassin
17-12-2007, 04:44
Do what Frosty says.

MandaloreBIC
17-12-2007, 06:36
Do what Frosty says.
NOOOO! don't

make it so you have a trigger OVER the mine and the target being the mine
the mine should be a func breakable with splash dmg etc etc with about 20 hp

frosty's method you can only trigger the mine by walking over it while my method enables you to shoot the mine making sure it doesn't blow up

Killer
18-12-2007, 00:43
Okay, I'll try it tonight. Thanks BIC :D

Frog
18-12-2007, 00:55
why would you want mines that had to be shot before they blew people up? O.o surely mines blow up using frosteh's method :P

yeh, blow us all up

MandaloreBIC
18-12-2007, 01:04
why would you want mines that had to be shot before they blew people up? O.o surely mines blow up using frosteh's method :P

yeh, blow us all up
ah, see frosty had a trigger damage, meaning that the only way to trigger it would be to step on it

while my method of activating a func_breakable doing splash damage means that it can be detonated 2 ways

1. stepping in the activation zone

2. shooting it to disarm it without being near it


while frost's method requires you to step onto it to ur certain doom

Slywood
18-12-2007, 06:03
that'll ruin the fun

the people who play the map a lot won't step on the mines anymore and will shoot it :'( so nubs wun blow up

MandaloreBIC
18-12-2007, 08:04
that'll ruin the fun

the people who play the map a lot won't step on the mines anymore and will shoot it :'( so nubs wun blow up
meh, put it a bit into the ground so it's hard to shoot from far away so your still inside the radius just taking reduced dmg instead of full dmg

Ender
18-12-2007, 08:08
Trigger explosions might work. Dunno if those exist in the mapping script or not though.

Frost
18-12-2007, 09:06
The point of mines are to blow people up to their doom. Not to be shot by people rendering them useless. :p

Ender
18-12-2007, 09:20
Meh, true. :p

MandaloreBIC
18-12-2007, 22:25
realism > creator's whim?

no wait, i support creator's whims, as i am a creator of fas and maps

that's right! in UR FACE REALISM AND BALANCE!

oh god, i'm sounding like most of the push3 nubs now




anyways, having mines you can shoot is cool, to say the least
and trigger_explosion is fail

is there a explosion trigger in scripts? i donno, don't script much

Frost
18-12-2007, 22:48
We all know that the soon the players know theres a minefield in a map with mines that explode if shot, they are going to spam fire through the hole field to get rid of them.

Gameplay > Realism. :p

MandaloreBIC
18-12-2007, 22:57
We all know that the soon the players know theres a minefield in a map with mines that explode if shot, they are going to spam fire through the hole field to get rid of them.

Gameplay > Realism. :p
gameplay? well, the defenses would be overpowered if you HAD to walk over it and you can't really avoid it right? and if there are spaces where you can walk through without triggering the mine people would eventually learn those too, meaning ur point about pros detonating mines is moot, since they will eventually figure how to avoid them, might as well make they waste a little ammo ;)

S1ck
18-12-2007, 23:07
BIC all you have to do to counter the mines then is keep shooting infront of you to make sure your not walking on mines its simple.

Killer
18-12-2007, 23:15
Or you could throw a grenade to blow up the entire minefield, creating one gigantic boom. ;)

The main reason I don't wanna use the non-shootable mines is because if I use that, I don't want people complaining "This sucks, I keep dying!!!" or something to that effect.

I might put that in though, for the lulz of course :D

Assassin
18-12-2007, 23:47
Or you could throw a grenade to blow up the entire minefield, creating one gigantic boom. ;)

The main reason I don't wanna use the non-shootable mines is because if I use that, I don't want people complaining "This sucks, I keep dying!!!" or something to that effect.

I might put that in though, for the lulz of course :D

Well, perhaps you could have little pieces of metal or something to that effect sticking out, to represent mines.

Better yet, do what is above, and create a script that randomizes the mine placement. That way players wouldn't just memorize where all the mines are.

Killer
19-12-2007, 00:42
If I randomized the locations of the mines, I'd have to make it so you could shoot the mines, otherwise it'd be a butt**** slaughter with the mines alone.

EDIT: I did everything you said BIC, but I can't seem to get it to explode and hurt me. :|

Assassin
19-12-2007, 01:48
If I randomized the locations of the mines, I'd have to make it so you could shoot the mines, otherwise it'd be a butt**** slaughter with the mines alone.

Ideas to stop mines from butt**** without making them shootable
-Alternate Routes
-Mines partially visible
-Mines can hurt both teams
-Anything but shootable mines

alenoguerol
19-12-2007, 02:26
well.. a mine system like JKA Base would be cool. but with laser or aprox system

with this things:

-be able to unarm them with a defusing kit
-mines doesnt explode if you are crouched (like Republic Commando) so you can desarm them (except if you touch the laser of a mine configured in laser.
-mines doesnt explode if you shot them (only if they got hit by TD's, Rockets, Flamethrower, Snipe shots or Grenades)
-mines visible with a visor mode or force sight

that would balance the game a bit and make it more fun :P

MandaloreBIC
19-12-2007, 02:29
simple much, tone down dmg so it won't cause splash dmg to other nearby mines


as for a script to randomly place mines.... i woudln't want to be the one spending like 6 hours on that...

as for the mines not blowing up make sure you have the following flags....

mine

targetname mine
splashdamage 60
splashradius (i'd recommand about.... 15?)

trigger that blows mine up
(trigger_once)
taget mine


so this way, if you shoot the mine it blows up, if you walk in the trigger it blows up ;)
might want to put a delay on the mine and the beeping sounds from tattooine with the nade blowing up the wall


also, if trigger_once doesn't work have trigger_once target a trigger_activate and have the trigger_activate target the mine




edit: great idea from the guy above me, texture it either with the shader or layer of the texture (make the brush part of the mine) that make the wall glow in force sight, find it in the jeditomb SP level...


on 2nd thought, the flag for the func_destroyable...

simply put
forcevisible 1

and VOLA!

Killer
19-12-2007, 02:47
Okay, I'm trying it now.

BTW what does forcevisible 1 do?

MandaloreBIC
19-12-2007, 03:02
Okay, I'm trying it now.

BTW what does forcevisible 1 do?
when u use forcesight, it glows like the bomb on unn that one mission where you have to plant like 5 bombs in a factory and they glow blue? ya like that

Killer
19-12-2007, 03:07
But then that would be unfair to the rest of the players when it comes to avoiding mines. :|

BTW I CAN'T GET IT TO BLOW UP AND HURT ME YET :(

This is very troublesome....

MandaloreBIC
19-12-2007, 03:13
But then that would be unfair to the rest of the players when it comes to avoiding mines. :|

BTW I CAN'T GET IT TO BLOW UP AND HURT ME YET :(

This is very troublesome....
ok, well disable forcevisible then except.....


make sure the radius is big! let's put it this way... 40 is the ingame legnth of a saber, and the radius of a atst is about...... 80, kinda big ey? meaning that you'll have to set the radius up at least to 65 for it to function the way you want


also, don't be afraid to upp the damage, as the explsion moves away from the epcenter the dmg automatically decreases


edit: and don't forgot to turn godmode off

Delta 57 Dash
19-12-2007, 05:13
lol... big mine field with huge radius...

one misstep... KABOOM, an acre gets jettisoned into space!

Assassin
19-12-2007, 07:02
lol... big mine field with huge radius...

one misstep... KABOOM, an acre gets jettisoned into space!


It'd be humorous if every single player on the server died at the same time. Can't say I've ever seen that.( except for maybe 2v2 games or something)

Killer
19-12-2007, 22:52
Lol, imagine someone getting stuck in between mines. :p

WorldsLargestIpod
20-12-2007, 03:10
What you COULD do for mines, is this....

Trip mine 'levels' Consist of different types of mines given... each level is more powerful and effective than the next, however, a player with 'Mines level 1, 2, or 3' can have any number of mines on their person. [Just like a clone rifle can have a different level, and a different ammunition supply] Since this is not made for open mode, rather, FA, the number of Mines given to a player is unimportant, since it is un-standardized in ordnance of Open mode.

Mine Types;

This is probably well over the head of the mbII teams desire of coding, but you may want to consider different types of mines, or, the ability of players to alter the 'setting' of their mine. Here are some Sample 'Mine Types'

1) Flak Mine; if you chose not to use any settings, this mine would probably be the one SINGLE mine to use. A flak mine is basically a mine with Frag grenade type settings. You may want to represent a 'flak' mine with a red color

2) Emp mine; If you chose a second, i would recommend emp mine. The emp mine would do the same thing as an emp grenade but with more power and effect. you may want to represent an 'emp' mine with a blue color.

3) Poison or Flash mine ; If you chose a third, i would recommend a poison or flash mine. The flash mine when detonated would create an effect similar to that of force blind, blinding anyone who is within a certain radius. A poison mine would Emmit a smoke of green gas that would have a poisonous effect on those in the region of the smoke emission, and would continue to have their health slowly drained for a short period of time after leaving the radius. These i would not recommend, because they could cause bugs and seem difficult to code.

'Demolitions' [Mine] level 1:

Possibly Abilities;

1) Rather than instant detonation upon entering the radius, entering the radius would initiate a count down. The level 1 would result in the longest count-down. Long enough that somone who realized the situation, and was competent, could run away and take minimal damage, but short enough so that individuals who didn't hear it, or ignored it, would suffer. I am going to call this count down time, CRA [Countdown of radial activation]
2) The mine is clearly visible if you are staring at it.
3) Requires 4-5 seconds to arm
4) Detonation radius less than that of a frag
5) If the player sets the mine on it's secondary function, detonator, it will count down 1 extra second than it's CRA when activated, and is similar to a 'placement detonator' used in jk3, but this one isn't instant activated. I'll call this, MACD [manual activation count down] So once again, to use this attack properly, it requires good timing, and a foolish opponent.

'Demolitions' level 2:

possible abilities;

1) The CRA is shorter than the previous level, still long enough to be forgiving to fast classes such as the arc trooper or a jumping jedi, slower classes would have a bit of trouble trying to escape.
2) The mine is 'cloaked' like a person is cloaked, but can be seen with advanced logic classes, or classes with sense levels 1-3. So it CAN be seen if you look carefully enough, but if placed inconspicuously, it may be overlooked.
3) Requires 3-4 seconds to arm
4) Detonation radius equal to that of a frag
5) MACD is less than that of level 1

'Demolitions' level 3

1) The CRA is unforgivably short, no more than 2 seconds.
2) The mine is 'cloaked', and will only be seen in full veiw with advanced logic classes or sense level 2 or 3
3) 2-3 seconds to arm
4) Detonation radius is a bit larger than that of a frag
5) MACD is less than that of level 2

MandaloreBIC
20-12-2007, 04:00
the **** are you talking about ipod? we're discussing stationery mines for a map :rolleyes:

WorldsLargestIpod
20-12-2007, 21:46
the **** are you talking about ipod? we're discussing stationery mines for a map :rolleyes:

Stationary mines for a map?

Devs have no control over that... so there's really little point of discussion.

Oblivion11
06-03-2008, 17:20
ok, here you go.
I know these work, because ive got them on my map atm.

make a brush roughly 2 squares along and 2 and a half squares wide (at grid8)
Make them 1 square deep when at grid1. Put it on the ground, so it is touching the ground but slightly raised above it (by 1 square on grid1)

Give the brush whatever texture you want, and make it a func_breakable. give it the thin spawnflag, a splashdamage of 500 (just to be on the safe side)and a targetname (ill be using 'mine1') Mess about with the splash radius - I use 20. Now, make another brush above the mine, same width and lengthand give it the 'nodraw' texture and make it at least as deep as the info_player_start. Position it directly above the mine. Make it a trigger_once with the 'clientonly' spawnflag and make it Target mine1.

save the map, /devmap it ingame, and try it out! (boom)

if you have any questions, add me on xfire (oblivion1122)

Palin
07-03-2008, 00:10
You realize the last post was in 2007.. right?

Assassin
07-03-2008, 00:30
You realize the last post was in 2007.. right?

Who cares? He's contributing to the thread and it could help someone with something similar.

Oblivion11
07-03-2008, 17:27
I do realize, but in the last post the author had said he still didn tknow, so he migth come back and check it, and it would also help anyone else that want land mines - they are a pretty good feature

Delta 57 Dash
21-03-2008, 03:50
yeah... but did you realize that threads 1+ month old are insta-locked upon casting of the Resurrect Topic spell?

WorldsLargestIpod
21-03-2008, 03:58
yeah... but did you realize that threads 1+ month old are insta-locked upon casting of the Resurrect Topic spell?

seldom is that rule enforced, and it's kind of a dumb rule.

I just hope there's not a catch 22 where you can't bring back an old topic in a new thread...

Assassin
21-03-2008, 07:42
yeah... but did you realize that threads 1+ month old are insta-locked upon casting of the Resurrect Topic spell?

If you actually paid attention to what the moderators say, resurrected threads are only closed if nothing substantial is added. I'd say a solution to the original topic is fairly substantial, no?

-HolyAngel-
21-03-2008, 14:59
Yeah, tell that to the many persons who died at WW2 and Vietnam.

Its a game. Think of all the younglings who wouldn't like being decapitated in Jedi Temple.

Pada V4.5
21-03-2008, 23:11
Its a game. Think of all the younglings who wouldn't like being decapitated in Jedi Temple.Dude... :rolleyes:

Hawk
22-03-2008, 00:23
:eek: WON'T SOMEONE THINK OF THE CHILDREN FOR GOODNESS SAKE!!! :eek:

Pilo T
22-03-2008, 20:47
yeah... but did you realize that threads 1+ month old are insta-locked upon casting of the Resurrect Topic spell?

no they're not. I've noticed you like to point this out EVERY time someone posts in an old topic, though. Stop being a backseat moderator and just stop worrying about it.:rolleyes: