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gundy

Mine Detector not making a difference

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Hi all,

Just ran some tests in the editor on the VR map on Regular difficulty to figure out how the mine detector works. Unfortunately I am finding it makes no difference if I have the item in my inventory or not.

Note: Since the initial post I have gained a better understanding of the reasons for this, please skip to this post.

Tested with an APERS Tripwire Mine, roughly 30 meters from the player start position, then walking towards the mine with the focus point being roughly 2m to the right side of the mine. No mods (turns out I was running ACE3 at the time).

  • Ammo Bearer without mine detector, detection range ~5m
  • Ammo Bearer with mine detector, detection range ~5m
  • Explosive Specialist without mine detector, detection range ~15m
  • Explosive Specialist with mine detector, detection range ~15m

Is there any case where a mine detector will make a difference?

Edited by Gundy

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Can't you detect a mine by just looking straight at it? Is there a difference if you aren't looking at them?

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Can't you detect a mine by just looking straight at it? Is there a difference if you aren't looking at them?

Yes you can and that's what pretty much happens. However, it seems that your detection range is depending on your class and not if you are carrying a mine detector.

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I have just added a note to the issue, seems the workaround employed by ACE3 to get items to show up in Arsenal is the culprit.

---------- Post added at 13:58 ---------- Previous post was at 13:12 ----------

Also reported on ACE3 GitHub.

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This saved my life once. Was in a Zamak driving full speed down a road on Stratis Wasteland, and my guy yelled mine, as a red triangle appeared directly on the road ahead. To prevent flipping the truck i was forced to stop fast, and ended up screeching to a halt 5-8 meters from the mine.

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Also if you have "mine visable" disabled in game options you won't have a red triangle around mines that are detected. Then you still won't see them unless you have awesome eyes!

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I have created two new tickets since the initial one was a bit misguided due to my lack of understanding of the issue at the time.

See BI ticket 23925 for a request to have a "Misc. Item" classification that works with Arsenal.

Currently some mods (ACE3 being one of them) classify generic items as mine detectors with a detection range of "-1" just to have them show up in Arsenal as there is currently no other way known. This is neither slick nor without its problems (see issue below).

See BI ticket 23926 for a request to have the mine detector with the best detection range chosen instead of the first.

The function figuring out the mine detection range of a unit seems to stop looking through your inventory once it finds a mine detector and uses the detection range of that item. So if an item with a detection range of "-1" was added to your inventory before the actual mine detector, your overall detection range would be "-1" (in other words like having no mine detector).

Hope this is in everyone's interest. Please up-vote.

Edited by Gundy

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