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Originally posted by Jon Potter:
**Yes, but they're not really mines. You've got them set as unguided weapons (Guidance Type -1), not as true mines (Guidance Type 5). That's one of the "work arounds" that I mentioned in my earlier post. Set the way you have them, the AI will use them as you've described. I'm utilizing a similar method in the plug I'm currently working on.
My point is that the AI won't use true mines.
At least I've never been able to get computer-controlled ships to use them.
**
Um? Why must a weapon be Guidance type 5 to be a "true" mine? Isn't a true mine something that blows up when another ship bumps it?
Yes, you could do that interesting idea of having disabled ships in a minefield... just make the mission's "auxships" be a custom ship that's immobile (via the engine speed being set to 0) and that fires a high-speed but extremely low-distance invisible turreted shot at the player. The shot would have immense damage potential and a huge blast radius... when fired, it would destroy the "mine" as well, thus simulating the mine blowing up. The only problem is that the player would be able to shoot the mines first... damn. Can anyone think of a workaround?
I say the best thing is to go with Guidance type -1 (unguided) with a speed of 0 and a lifespan of some huge integer. Maybe a big blast radius and proximity radius... and a big impact so the danger exists of being flung from one mine into another. But you still need a ship to lay them. An added bonus is that the firing ship could be immune to the blast via the appropriate flag.
-Datax
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