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 Post subject: Flame mine
PostPosted: September 14th, 2016, 2:27 pm 
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Joined: February 18th, 2011, 3:06 pm
Posts: 1255
Location: Atheists are MORONS
Should anything be done to Hadean Flame Mine?
ZA had a work in progress file on it:
Quote:
// VSR Plus Flame Mine
// Placeholder ODF set for future development
// Plans: Prevent Friendly Fire Damage, Prevent it from distracting AI, Increase Accuracy

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 Post subject: Re: Flame mine
PostPosted: September 14th, 2016, 10:08 pm 
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Joined: October 19th, 2005, 9:09 am
Posts: 132
Don't like the fact that turrets try to kill it.

Friendly fire damage it say leave it, otherwise you can just spam them like crazy.


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 Post subject: Re: Flame mine
PostPosted: September 15th, 2016, 12:06 am 
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Joined: September 23rd, 2014, 2:41 pm
Posts: 379
Definitely keep friendly fire damage.

I think if accuracy is increased, the time between drops should be slightly increased to balance out the accuracy.

I vote to make the AI ignore it, the Hadeans are already strong on offense to begin with, having AI target it only adds more advantage to the Hadeans. Essentially renders turrets useless during the few seconds the mine is traveling within AI firing range.


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 Post subject: Re: Flame mine
PostPosted: September 15th, 2016, 10:07 am 
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There actually isn't really a way to prevent ai from attacking it.
I could make the collision bugger though so it can be hit easer. (ai will hopefully be able to just kill it)

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 Post subject: Re: Flame mine
PostPosted: September 15th, 2016, 10:11 am 
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Joined: September 23rd, 2014, 2:41 pm
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There's no way to treat the mine similar to, say, Stinger - there's an object(s) output when fired but it's not targeted by AI? Though I'd assume that would require some coding changes that would be rather tedious.


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 Post subject: Re: Flame mine
PostPosted: September 15th, 2016, 10:39 am 
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Joined: February 18th, 2011, 3:06 pm
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Stinger is as different to flame mine as a bomber bay is to a service pod.
Ordnance entities are indestructable, flame mine is a comet.

There may be a solutuon for this, I really don't want to use it but I'll see what the community says.

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 Post subject: Re: Flame mine
PostPosted: September 15th, 2016, 10:49 am 
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Joined: March 13th, 2005, 3:54 pm
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Location: dallas tx
There is a feature in VSR's DLL to set an initial Perceived Team for an object. This can be used to make flame mine torpedoes that spawn start out appearing neutral, and AI won't shoot them.

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