Has anyone implemented mines/minesweeping yet?

If so, I'm wondering how someone implemented a minesweeper.  I can imagine ways to implement mines, but I haven't figured out a way to implement abilities that only target mines...  if anyone's figured it out, I'd appreciate the help.

Thanks.

32,020 views 8 replies
Reply #1 Top
Well if you make the mines strike/bomber class then you could use abilities that only work agasint them.

This would actually be worthwhile because flak frigates would have another use as mine cleaners.
Reply #2 Top
Dawn of Victory's team(my favorite :D) have implemented and tested the AI on this. I would recommend contacting them.
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Reply #3 Top
Dawn of Victory's mines are awesome in the video

Are DoV's mines of the Proximity variety???
(it looked like it, and they also looked like they could be detonated on command)

I made a mesh of a mine that looks nice, but needs to have more polys to make it smooth (and I can't figure out how to convert it to Sins yet)

There should be Ancient Minefields, located in the space-junk sectors, or any of the debris fields...
Reply #4 Top
Are DoV's mines of the Proximity variety???
(it looked like it, and they also looked like they could be detonated on command)


There are two variants, proximity and R/T (remote/timed). Still working on the logic for the former, but it should work 100% pretty soon. As far as minesweepers go..give your sweeper a unique (reserved) damageclass or make your mines have a buff that makes them invincible, but give your minesweeper a "disable all abilities" ability or something.. all our ships can clear minefields as normal, so I haven't worked on this problem.
Reply #5 Top
My idea for minesweepers is as follows:

Mines, upon creation, are given a buff. This buff does nothing, but it's got an obvious name... something like "BUFF_HEYLOOKIAMAMINE". Mines are also made immune to damage.

Minesweepers have a kill mine ability, whose buff has two finish conditions: target does not have the "BUFF_HEYLOOKIAMAMINE" buff, or all delayed actions done. After a set period of time (half a second?), the buff will MakeDead the target mine (I haven't actually used that action yet in my modding, but I assume it does what it advertises.) This way, if you use the kill mine ability on something that isn't a mine, the buff should go away before the MakeDead is triggered (I hope), and if you use it on a mine, the mine should be destroyed.

This is all just theory at the moment, I haven't gotten far enough to implement the ability and try it all out.

Oh, and I was only thinking about proximity mines... hadn't even thought about remotely detonated ones... hmm, that's an interesting idea...  :D 
Reply #6 Top
There was a game eleased a few years back called Allegiance. It was trulyunique and melded the RTS,Flight Sim in a way never before. Imagine group of 32 people who were flying ships, bombers capitol cruisers etc, while someone (the team commander) controlled building, production, research etc from a top down view. This game had an amazing system used for Mines and Turrets. The pilots traveled over a system using wormholes or "alephs", and near the entrance/exits of these alephs was the option to constuct a minefield and an automated turret defense platform. In Allegiances case, the mines were proximity based and the speed of a vessel moving thru it determined the amount of damaged recieved. I envision a possible minefield/sweeper in Sins much the sae way. A connstructer platform that sets down a mesh of mines in a specific area rather than at the entrance of jumplanes. Also instead of damage affected by speed, it would be a base value over time spent in the field itself. A constructer or "minelayer" could be produced, sent to an area to lay a field anywhere in the game play area. Could def be a way to stop those rushes if implemented rright and the minefields placed in just the right spot ;)

Reply #7 Top
>target does not have the "BUFF_HEYLOOKIAMAMINE" buff

This is the problem, afaik: you can't just go if (!target.buff(BUFF_HEYLOOKMINE))). There's no way to target a _specific_ buff. One way that might work well is to have the buff have a finish condition that references itself being hit by an ability-disabler, then give the one on the minesweeper one that only lasts for a tiny bit of time (to avoid it being used otherwise on enemy frigates)
Reply #8 Top
Maybe I wasn't clear in my initial statement. I realize that I cannot have the ability only target something with the "I'm a mine" buff on it. However, I believe I can set up the killing buff itself to not do anything if the target doesn't have the "I'm a mine" buff on it. I've implemented something similar while mucking around before, and I think this will work.

The finish condition "LastSpawnerNoLongerHasBuff" targets a specific buff. That's what I'm using.