ColonelSandersLite 0 Posted May 16, 2007 You know something? Someone mentioned that the minefields being passable by one side or another being passable because they know the way through. I actually agree with that. From what I understand, at least in the US military, minefields always have "lanes" where you can move through them unharmed. I've also been told that in the modern US mil (by an ex combat engineer), those lanes are actually *always* marked, even in a combat zone. This is to prevent friendly kills because joe blow forgot the way through in the heat of combat. Of course the enemy can see the lanes if they're marked too. Still those are going to be major kill zones so the mine field is still doing it's job by disrupting an enemy attack and directing them to go where you want them to go, instead of where they want to go. Now, whether you decide to do proper lanes or not (the mission designer can do that by placing multiple mine fields instead of one big one so I don't personally see a need), it's important to note that the AI is the AI. It's too stupid to know that to traverse a friendly minefield, you have to go a specific way. All I would suggest is a toggle that the mission designer can set, should they wish it. Share this post Link to post Share on other sites
4 IN 1 0 Posted May 16, 2007 "Sir, our engineers have find a mine field ahead of us!" "well, clear it then soldier." "Yessir, but we dont have the equipment for mine cleaning." "......." *addon hint* Share this post Link to post Share on other sites
ColonelSandersLite 0 Posted May 16, 2007 Damn the bangalor torpedoes, full speed ahead! Edit: God that was nerdy... Share this post Link to post Share on other sites
kronzky 5 Posted May 16, 2007 That code (count KRON_MF_Mines==0) works fine but i want more (don't know if its possible with this script) Looks like you have "different mines" for the job, ie, your using "Man" and "LandVehicle" mines. [...] So is it possible to distinguish this (count KRON_MF_Mines==0) with more.. like (count KRON_MF_Mines01==0) and (count KRON_MF_Mines02==0) even more? If it was possible we could have more then one objective to tick, with mines concern, instead of one. I think I may have a solution for you. I've added a global array (KRON_MF_Active) that contains a list of all areas which still have active mines in them. As an area is cleared, its name is removed from this list. So, all you have to do to find out whether an area has been cleared is look for its presence in this array. Another extra: you can now also position mines in a grid (in case you want to have those "channels" ColonelSandersLite mentioned, or if you want to be absolutely sure that one specific area is densely mined. As far as MP goes - I haven't tested it yet, but I don't really expect any problems. His famous last words... Perhaps some of you could give it a workout? Share this post Link to post Share on other sites
PhilippRauch 0 Posted May 16, 2007 Hi, very nice, i wish i had such in OFP-Times... But AFAIK arent Mines placed randomly in Minefield, or do they? Maybe some Guerrilla Army or such, but normally they are placed in such patterns, to really deny that area or avenue of approach. Except those channels. And a properly trained Army will have plans on location and such if there should arise the need to remove them for own troops or after the war is won/lost. Well, ok the Saharani Forces might be not THAT properly trained... Another nice touch would be to have them disarm after a certain timeframe, like the newest kind of mines. I think this could already be done by the mission-creator via scripting. I think new mines need nowadays to have such technology implemented to be accepted by international Law. Although how Countries, even western, do adhere to those Laws is another, totally different story... sadly Share this post Link to post Share on other sites
bravo 6 0 Posted May 16, 2007 That code (count KRON_MF_Mines==0) works fine but i want more (don't know if its possible with this script) Looks like you have "different mines" for the job, ie, your using "Man" and "LandVehicle" mines. [...] So is it possible to distinguish this (count KRON_MF_Mines==0) with more.. like (count KRON_MF_Mines01==0) and (count KRON_MF_Mines02==0) even more? If it was possible we could have more then one objective to tick, with mines concern, instead of one. I think I may have a solution for you. I've added a global array (KRON_MF_Active) that contains a list of all areas which still have active mines in them. As an area is cleared, its name is removed from this list. So, all you have to do to find out whether an area has been cleared is look for its presence in this array. Another extra: you can now also position mines in a grid (in case you want to have those "channels" ColonelSandersLite mentioned, or if you want to be absolutely sure that one specific area is densely mined. http://www.kronzky.info/minefield/grid.jpg As far as MP goes - I haven't tested it yet, but I don't really expect any problems. His famous last words... Perhaps some of you could give it a workout? so far i only tested the MP feature. It works but after the first mine explosion bye player (me) game crashes to desktop. Does it also happen to you? EDIT1: I tested the version 1.0.0 with arma 1.05+ on MP, ill try the version 1.3.0 and report soon EDIT2: Just tested the version 1.3.0 with 1.05+ on MP and it crashes to desktop when we die due a mine explosion. Game does not crash to desktop if AI are the victims. Share this post Link to post Share on other sites
mattxr 9 Posted May 16, 2007 This is cool, tested it out with a few people, group of us walking carfully though a large minefield when all of a sudden a ka50 appears, we run in all directions looking for cover lol, there was no chance, death by mine or death by ka50 lol.. great stuff. Share this post Link to post Share on other sites
bravo 6 0 Posted May 16, 2007 This is cool, tested it out with a few people, group of us walking carfully though a large minefield when all of a sudden a ka50 appears, we run in all directions looking for cover lol, there was no chance, death by mine or death by ka50 lol.. great stuff. didn't any of you players CTD? after dieing in a mine? what version of arma were you guys using? Share this post Link to post Share on other sites
mattxr 9 Posted May 16, 2007 This is cool, tested it out with a few people, group of us walking carfully though a large minefield when all of a sudden a ka50 appears, we run in all directions looking for cover lol, there was no chance, death by mine or death by ka50 lol.. great stuff. didn't any of you players CTD? after dieing in a mine? what version of arma were you guys using? 1.05 but we we not using a dedi, i will test that on a dedi later. Share this post Link to post Share on other sites
Blanco 0 Posted May 16, 2007 This sounds cool. Gonna try this for sure next weekend. Suggestion (if possible): Don't let APmines explode when you cross it on your belly. So you are able to cross a minefield when you're moving very slowly. There's a function from Mandoble (Check his other scripts aswel, they're brilliant ) on OFPEC to determine a person's stance. http://www.ofpec.com/index.p....29174.0 Share this post Link to post Share on other sites
alext223 0 Posted May 17, 2007 Bravo Kronzky, Bravo. Can't wait to see what you come up with next. Share this post Link to post Share on other sites
bravo 6 0 Posted May 17, 2007 comon guys, test this in MP to see if you guys have the same problem i had. So far i can't use this for MP missions (and i want to) because it will crash game to desktop. Share this post Link to post Share on other sites
arigram 0 Posted May 17, 2007 Is it possible to script the AI to understanding the presence of the minefield when a mine explodes and to react accordingly? I do not know anything about scripting but since minefields are static, can an area trigger be created that will tell the AI to stop, scan (as they do now) and then retreat or go around or order an engineer to work it out instead of running to their deaths? Share this post Link to post Share on other sites
kronzky 5 Posted May 17, 2007 Another nice touch would be to have them disarm after a certain timeframe, like the newest kind of mines. I think this could already be done by the mission-creator via scripting. In real life, AFAIK, mines can deactivate themselves after a few months or so (when, presumably, the conflict has ended. RIGHT....). But I don't really see how this could become a feature in the game. Even if you would have a very short timeframe for this, it would still just mean that the slower you play, the less you have to worry about mines (which doesn't seem to make much sense). But I could imagine situations where, if you complete certain tasks successfully, that then the mine field would be deactivated, and you have clear passage. So I've added a function that lets you do that now. It either removes all the mines in one area quietly, or detonates them, making the area safe for passage. No idea why I added that detonation option - doesn't seem to be realistic at all. But sometimes you just gotta blow stuff up... ;) Is it possible to script the AI to understanding the presence of the minefield when a mine explodes and to react accordingly?I do not know anything about scripting but since minefields are static, can an area trigger be created that will tell the AI to stop, scan (as they do now) and then retreat or go around or order an engineer to work it out instead of running to their deaths? While I don't like to have my scripts totally take over a mission (since I'm sure most mission writers wouldn't much like that either), I rather prefer to give you the tools to make appropriate things happen. So, what I've done is added independent mine counters for each area. That way you can have, for example, a trigger running that checks whether a mine has exploded in a specific area (because the count went down), and if so, you can then have your AI do whatever you see fit. Share this post Link to post Share on other sites
vipermaul 246 Posted May 17, 2007 Is it possible to script the AI to understanding the presence of the minefield when a mine explodes and to react accordingly?I do not know anything about scripting but since minefields are static, can an area trigger be created that will tell the AI to stop, scan (as they do now) and then retreat or go around or order an engineer to work it out instead of running to their deaths? KP CTI author uses an FSM to generate a Mine Removal Behavior for certain AI mine removal specialists. The behavior is Search - Remove - Search. In fact, I've duplicated that using CrashDome's FSMEdit tool. FSM is pretty cool stuff!! BRAVO Kronsky!!! I love all your tools!!! Including your Portable Target Range. BRILLIANT!! Share this post Link to post Share on other sites
bravo 6 0 Posted May 19, 2007 @Kronsky have you tested the last or 1st version in MP? Did you get any CDT? can't move on until this prob is resolved.. Share this post Link to post Share on other sites
snkman 351 Posted May 19, 2007 Pretty good idea Kronzky. I also like the automatically placed "Danger" sign's. Very nice. Share this post Link to post Share on other sites
BroK3n 0 Posted May 19, 2007 Aye... reply BRAVO 6 already! Share this post Link to post Share on other sites
wika_woo 182 Posted May 19, 2007 ooh, im gonna try this out. I was able to place empty mines, but thats no fun is it . Share this post Link to post Share on other sites
kronzky 5 Posted May 20, 2007 @Kronzky have you tested the last or 1st version in MP? Did you get any CDT?can't move on until this prob is resolved.. I haven't been able to test it in MP mode yet (I guess you got 1.05?). My 2nd PC is still down, and doing a proper MP test is a bit of a pain with just one PC. But if it were a symptomatic problem, I'm sure other people would've mentioned it already. Share this post Link to post Share on other sites
weildguus 0 Posted May 21, 2007 Quote[/b] ]@Kronzky But if it were a symptomatic problem, I'm sure other people would've mentioned it already. Yeah same here Keep crashing to desktop aswell,tried with first and last version and both the same when u hit a mine. Share this post Link to post Share on other sites
kronzky 5 Posted May 21, 2007 Which version are you running? MP or SP? Dedicated or local server? Share this post Link to post Share on other sites
weildguus 0 Posted May 21, 2007 mP & dedi 1.07beta in sp it's working fine Share this post Link to post Share on other sites
bravo 6 0 Posted May 22, 2007 mP & dedi 1.07betain sp it's working fine yup, same here. PMed you m8 Share this post Link to post Share on other sites