Re-Enable Mine Layer Logic
Bug #894992 reported by
MRMIdAS
This bug affects 1 person
Affects | Status | Importance | Assigned to | Milestone | |
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Ares |
Confirmed
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Wishlist
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Unassigned |
Bug Description
In RA2/YR you can make a mine layer, this is achieved by getting a vehicle to deploy into a mine, and givng the mine a free vehicle with one less "pip" for ammo, in reality this is a seperate vehicle, and, as such, buggers up your "select all" clicks and makes it almost impossible for the AI to use properly.
I'm not sure how much of the code remains, how feesable/easy it'll be putting it back in, but I'd like to see an "proper" mine layer, one that deploys the mine, and moves on, without transforming.
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e.g. a "DeploysA=" flag instead of "DeploysInto="
The unit could re-use all the Ammo logic to control the number of times it can deploy a building, reloading, etc
Could be a problem if the DeploysA= building wasn't pathable to the unit - the unit would get stuck. But for a Mine Layer (which is the only purpose I can really see this being used for) you'd always want the mine to be pathable anyway so doubt this will be an issue for anyone.