Author Topic: Amine's Proximity Mines  (Read 35646 times)

amine

  • Posts: 40
  • Turrets: +16/-6
    • Amine's Blog
Amine's Proximity Mines
« on: February 12, 2008, 10:51:06 am »
Description:
This is a small patch I created that modifies the behavior of grenades: it allows them to become proximity mines! When the variable g_proximityMines is 1, the grenades do not bounce and do not blow up after 5 seconds! Instead, they stick to what you throw them at and wait for an enemy to pass by. Once they detect an enemy, they go boom and deal big damage! They do not come cheap either: 800 credits each!

Details:
Once thrown, the proximity mines take 3 seconds to activate. After that, any alien that comes within 1/3 of a turret range will make it explode. This works with the development version as well as the 1.1 release (tested with Lakitu7's latest qvm). You can come and try it out at "Aminorium's Wondrous Emporium". I will enable the proximity grenades for the next couple weeks.

Configuration:
g_proximityMines [0 = regular grenades/1 = proximity mines]

Website:
MG Patch Tracker
http://www.endra.org/projects/ (down)
« Last Edit: January 29, 2009, 02:52:30 am by amine »

HamStar

  • Posts: 458
  • Turrets: +128/-27
Re: Amine's Proximity Mines
« Reply #1 on: February 12, 2008, 01:58:43 pm »
Sounds sexy. Might hop in the server and try it out sometime :D

KamikOzzy

  • Posts: 742
  • Turrets: +317/-172
Re: Amine's Proximity Mines
« Reply #2 on: February 12, 2008, 05:29:52 pm »
They pretty much rock.

Some fun with devmap:

|AoD|Ozzyshka at your service.
Still using Windows XP and still playing 1.1
click this: http://cornersrocks.shop-pro.jp/?pid=16232798

Superpie

  • Spam Killer
  • *
  • Posts: 339
  • Turrets: +105/-48
    • superpie.org
Re: Amine's Proximity Mines
« Reply #3 on: February 12, 2008, 05:36:47 pm »
small suggestion... shoot a mine with granger spit or goon barb to disable/detonate?
Where is the good in goodbye? -Meredith Willson

Paradox

  • Posts: 2612
  • Turrets: +253/-250
    • Paradox Designs
Re: Amine's Proximity Mines
« Reply #4 on: February 12, 2008, 05:46:39 pm »
Uber sexy.

Will be included in our uber qvm.

Btw, good to see another developer using buttloads of cvars.

∧OMG ENTROPY∧

mooseberry

  • Community Moderators
  • *
  • Posts: 4005
  • Turrets: +666/-325
Re: Amine's Proximity Mines
« Reply #5 on: February 12, 2008, 09:18:59 pm »
Awesome! Really fun.  :)

Also, nice pics Ozzie.
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

firebladez212

  • Posts: 96
  • Turrets: +12/-96
Re: Amine's Proximity Mines
« Reply #6 on: February 13, 2008, 01:54:57 am »
small suggestion... shoot a mine with granger spit or goon barb to disable/detonate?

this should also be activated if you/teamate shoots it, this may help set it off some how

Lava Croft

  • Guest
Re: Amine's Proximity Mines
« Reply #7 on: February 13, 2008, 02:21:22 am »
Those are some funny screenshots! Good work on the patch too.

das Iro

  • Posts: 21
  • Turrets: +1/-0
Re: Amine's Proximity Mines
« Reply #8 on: February 13, 2008, 04:11:26 pm »
Nice idea.

but isn't that the ultimate human camper weapon ? :'(

like on atcs some campers place them on the ramp and Tyrants pop away :(

Despairation

  • Posts: 209
  • Turrets: +27/-21
Re: Amine's Proximity Mines
« Reply #9 on: February 13, 2008, 04:28:14 pm »
Yeah, but they're 800 creds each so its not like you can put 10 on a ramp at the same time.
go play in a food processor

You can poke it with a stick, but that doesn't change the facts.

CreatureofHell

  • Posts: 2422
  • Turrets: +430/-126
    • Tremtopia
Re: Amine's Proximity Mines
« Reply #10 on: February 13, 2008, 05:11:46 pm »
10 people can. Even 5 if they at least have 1600 creds each.
{NoS}StalKer
Quote
<Timbo> posting on the trem forums rarely results in anything good

Revan

  • Posts: 306
  • Turrets: +11/-88
Re: Amine's Proximity Mines
« Reply #11 on: February 13, 2008, 05:15:07 pm »
10 people can. Even 5 if they at least have 1600 creds each.

waste of good credits
[N7]Revan
One Marauder to rule them all!

_Equilibrium_

  • Posts: 1845
  • Turrets: +96/-89
Re: Amine's Proximity Mines
« Reply #12 on: February 13, 2008, 06:19:27 pm »
so the mine will stay there indefinitely until an alien comes near it? how about a human?

thirdstreettito

  • Posts: 753
  • Turrets: +107/-1124
    • thirdstreettito's Homepage
Re: Amine's Proximity Mines
« Reply #13 on: February 13, 2008, 09:30:07 pm »
That is awesome Amine! I wish I had a server to use a QVM with it in it. Btw, if an Adv Goon snipes the grenade before they get to it can it blowup or disappear?

_Equilibrium_

  • Posts: 1845
  • Turrets: +96/-89
Re: Amine's Proximity Mines
« Reply #14 on: February 13, 2008, 11:08:02 pm »
Btw, if an Adv Goon snipes the grenade before they get to it can it blowup or disappear?
as far as i know, grenades don't have hitboxes.

mooseberry

  • Community Moderators
  • *
  • Posts: 4005
  • Turrets: +666/-325
Re: Amine's Proximity Mines
« Reply #15 on: February 13, 2008, 11:36:08 pm »
1. Correct me if I'm wrong, but it looks as if it is only possible to have either a grenade or a mine available on the server, but not both at the same time? (I haven't tried this out yet.)

2. Also, maybe you should change the kill message so that it says 'mine' instead of grenade.
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

Plague

  • Posts: 238
  • Turrets: +13/-13
Re: Amine's Proximity Mines
« Reply #16 on: February 13, 2008, 11:38:58 pm »
1. Correct me if I'm wrong, but it looks as if it is only possible to have either a grenade or a mine available on the server, but not both at the same time? (I haven't tried this out yet.)

2. Also, maybe you should change the kill message so that it says 'mine' instead of grenade.

Both require changes to the cgame module and subsequently a cgame.qvm (client download), something which I believe Amine is trying to avoid so that it doesn't discriminate against a significant portion of the Tremulous community - those who still use the 1.1 official client without client downloads automatically enabled.

Nice work Amine, adds a further strategical element to the game in deciding the best placement for the mine and timing the detonation right.

techhead

  • Posts: 1496
  • Turrets: +77/-73
    • My (Virtually) Infinite Source of Knowledge (and Trivia)
Re: Amine's Proximity Mines
« Reply #17 on: February 14, 2008, 01:30:26 am »
Grenades do have bounding boxes, just like flame-thrower flames.
They are there to make sure they bounce right.
Making them detonated via damage would be nice, although the size of the BBox means that only splash damage,  melees, or (extremely) lucky shots can hit them. Melees are pretty much out due to proximity, so the reality is that it would make them chain react, preventing teamwork minefields. The cost also means that they are only really good for draining enemy cash, not making a profit for yourself.
I'm playing Tremulous on a Mac!
MGDev fan-club member
Techhead||TH
/"/""\"\
\"\""/"/
\\:.V.://
Copy and paste Granger into your signature!

whitebear

  • Posts: 659
  • Turrets: +35/-20
Re: Amine's Proximity Mines
« Reply #18 on: February 14, 2008, 04:55:43 am »
Copy pasting your already done code can't be hard right?
I would request that you add additional value 2 so that they turn into real mines (touch to activate on both friend or foe). Also the damage to explode should be there as well.
This way they can be used best on choke points and the damage is max for the victim and possible ass flies.

thirdstreettito

  • Posts: 753
  • Turrets: +107/-1124
    • thirdstreettito's Homepage
Re: Amine's Proximity Mines
« Reply #19 on: February 14, 2008, 01:47:36 pm »
Whoa, whitebear is alive! Good input everyone I'll see if I can come up with a different model maybe.

whitebear

  • Posts: 659
  • Turrets: +35/-20
Re: Amine's Proximity Mines
« Reply #20 on: February 15, 2008, 05:30:51 am »
I think that would also ruin the idea of server side mod.

And yes... I am alive.
(Cebt) used res on me ^^

thirdstreettito

  • Posts: 753
  • Turrets: +107/-1124
    • thirdstreettito's Homepage
Re: Amine's Proximity Mines
« Reply #21 on: February 16, 2008, 01:21:13 am »
(Cebt) used res on me ^^

Explain for us nonunderstandingers.

St. Anger

  • Posts: 377
  • Turrets: +58/-83
Re: Amine's Proximity Mines
« Reply #22 on: February 16, 2008, 02:22:05 am »

thirdstreettito

  • Posts: 753
  • Turrets: +107/-1124
    • thirdstreettito's Homepage
Re: Amine's Proximity Mines
« Reply #23 on: February 16, 2008, 03:50:09 am »
tyvm

Lakitu7

  • Tremulous Developers
  • *
  • Posts: 1002
  • Turrets: +120/-73
Re: Amine's Proximity Mines
« Reply #24 on: February 16, 2008, 07:04:43 am »
This seems like a cool mod. I'd like to play it some day when mod servers might be viable. It shouldn't replace the nade, though I understand why you had to do that temporarily now for testing.

whitebear

  • Posts: 659
  • Turrets: +35/-20
Re: Amine's Proximity Mines
« Reply #25 on: February 16, 2008, 07:19:46 am »
Does anyone know if this has any bugs?
Since it's early version I assumed that it wouldn't be very stable.
Does any server run this?
It'll be most likely added to our server when we are sure it's stable. (Yes. You are my dear little guinea pigs) ^^

thirdstreettito

  • Posts: 753
  • Turrets: +107/-1124
    • thirdstreettito's Homepage
Re: Amine's Proximity Mines
« Reply #26 on: February 16, 2008, 04:40:02 pm »
Amines does.

amine

  • Posts: 40
  • Turrets: +16/-6
    • Amine's Blog
Re: Amine's Proximity Mines
« Reply #27 on: February 16, 2008, 06:28:14 pm »
Thank you for your comments. As far as it has been tested on my server (and played on extensively), there are only a couple things that one might consider a "bug":

1) The method used to detect a nearby enemy does not check to make sure he is in the line of sight (e.g. blowing it up from the other side of a thin wall.) This can easily be fixed using trap_Trace() or some other quicker function I am not aware of. I think I might make it so a Stage 2 Proximity Mine blows up when it detects a nearby enemy, but a Stage 3 Proximity Mine checks to make sure he is in the line of sight.

2) If you drop a grenade on a human or alien head, and the human or alien moves away before it activates, the grenade will float (similar to Goldeneye 64's Floating Remote Mines). I am not sure how to fix this.

People have been telling me that the grenade is overpowered.. but it does the same damage as a regular grenade. If you pounce directly on the grenade, it will deal full damage but if you just walk near it, it will just hurt you. Also, this gives dretches something to do at Stage 3  ;)

I really like the idea to make it only buildable from the advanced construction kit, but if I do that it will not work without having pre-configured your client to allow downloads, so I think for now I will leave it like this.

I'll upload Lakitu7's QVM (with Proximity Mines) later tonight, I have to go now :(

Redman

  • Posts: 103
  • Turrets: +6/-6
Re: Amine's Proximity Mines
« Reply #28 on: February 17, 2008, 12:09:45 am »
Can someone help me with that? I never was patching the SVNs....

UniqPhoeniX

  • Spam Killer
  • *
  • Posts: 1376
  • Turrets: +66/-32
Re: Amine's Proximity Mines
« Reply #29 on: February 17, 2008, 02:28:14 am »
If possible, you could try making it bounce off players so it won't float and give it a 5 sec timer after throw until it starts working, and 1-2 sec timer after detecting enemy. Then it would hit when you walk into it, or allow detonating it by carefully going closer or quickly pouncing past, 1st requires that you know it's there, and also 2nd if well placed. Granger spit should disarm it until the spit texture disappears.