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 Landmines 
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Joined: Tue Apr 01, 2008 4:49 pm
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Post Landmines
Hi people,

A question,
I've made a functional landmine, that explodes when stepped on in about 95% of the cases (and in the other 5% a second person will have a blast), really great to mine some hallway that leads to your brain.

Problem is, sometimes, after playing a while, some mines start converting into scenery. Probably having to do with the amount of weapons that is allowed to be in one game at a time.
Is there a way to circumvent this?


Sat Jun 28, 2008 1:56 pm
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Post Re: Landmines
I think you would havo to make them actors. They're bombs, right? Undetonated bombs become diggable after awhile, I don't know why, but they do. If you made them actors, they wouldn't become scenery, but then they'd add to your kill count, and wouldn't be placeable as easily as bombs.


Sat Jun 28, 2008 3:16 pm
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Post Re: Landmines
Hmm, bummer. Oh well, perhaps in build 21. :grin:
I'll throw them in my mod anyway, since they are tons of fun in the first 10 minutes that they do work.
(Place them all over the map at the start and hilarity ensues.)

Thanks. :)


Sat Jun 28, 2008 3:32 pm
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Post Re: Landmines
Try giving them the variable RestThreshold = -500.
That is supposed to prevent stuff to become terrain.


Sat Jun 28, 2008 5:03 pm
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Post Re: Landmines
How do they work? If they work like I think they do, just make em MOSRotating


Sat Jun 28, 2008 5:07 pm
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Post Re: Landmines
@numgun: Ah, that's what it is for. Anyway, I checked it already had that thingy.
What's even more strange, I was playing on another map for almost an hour and I forgot a location of one of my own mines placed at the start and stepped on it. <BOOM!> :lol:

@p3lb0x: They're TDExplosives. Would MOSRotatings be different when it comes to turning to scenery?


Sat Jun 28, 2008 5:15 pm
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Post Re: Landmines
Just make it a bomb that "asplodes" into a pinned actor like the old Darklone stuff.


Sat Jun 28, 2008 5:40 pm
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Post Re: Landmines
MOSRotatings would turn into terrain even easier.

It's lag calculation. Anything besides actors does it eventually. Can't be helped.


Sat Jun 28, 2008 6:19 pm
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Post Re: Landmines
Thanks, Grif. Then I'll keep them the way they are. :)


Sat Jun 28, 2008 7:25 pm
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Post Re: Landmines
Arrrh, I made the wrong assumption that it was because of the dropped guns limit. My bad


Sat Jun 28, 2008 8:01 pm
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Post Re: Landmines
p3lb0x wrote:
Arrrh, I made the wrong assumption that it was because of the dropped guns limit. My bad


Fairly sure that this is the problem, actually. Other than that TDExplosives are wierd.


Sat Jun 28, 2008 9:42 pm
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Post Re: Landmines
Alenth Eneil wrote:
Fairly sure that this is the problem, actually.


Nope, Grif's definitely right. I can throw around over 25 guns in a map and the first dropped guns turn into scenery, but the couple of mines I threw around before all those guns remain functioning.
But you're right about the weirdness. :grin:


Sat Jun 28, 2008 9:55 pm
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Post Re: Landmines
if you make it an actor can you make it team 3 or 4 or whatever that way when it dies it doesnt add a kill to your count. Also, if it's team 3 when you place it is it automatically part of your team. And also, if it's part of your team, phoenix bot it, but instead of turning into an other mine make it getshitbymos = 0 hitsmos = 0 and make it a 1 pixel invisible actor. and dont make it super laser itself onto the map.


Thu Jul 03, 2008 3:32 am
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Post Re: Landmines
If it were an "intelligent" mine and on a different team, it would blow up your own actors.

As it is, gibimpulse based bombs aren't reliable.


Thu Jul 03, 2008 5:07 am
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Post Re: Landmines
wutangfan1990 wrote:
Just make it a bomb that "asplodes" into a pinned actor like the old Darklone stuff.

Actually, thats probably not a bad idea. Make some kind of fireable/throwable projectile that then gibs into an actor once it hits something. Then you can set that actor up in the same way you have your mines now. You don't even have to have it be pinned.


Thu Jul 03, 2008 2:14 pm
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