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trouble placing mines


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CERTIFIED WHINE ABOUT GAME MECHANICS

ISSUE

I put this on tech support(probably

the wrong place) and didn't get any

answers so I thought I'd try here. Thx

for any help:

_Open ground tile_ with adjacent pavement

on one side, and a heavy blockhouse on

the other side.

I can't put 'APRSNL' mines into that open

tile, probably because it has to be exactly

centered in order not to overlap onto

the pavement or the Blockhouse. However

much I move the mouse around, I only get

a red set-up line. But when I let the AI

place mines, it succeeds in putting mines into that tile.

I think we'd all agree that the engine

ought to allow putting mines into such

a tile without your having to play 'find

the pixel in the haystack'.

Am I missing something? Is there another

way to accomplish what I'm trying to do?

Or should I just interpret it as "my guys

didn't feel like digging there that day,

the sort of thing that really happens in

war y'know."

regards,

--Rett

[This message has been edited by CMplayer (edited 01-24-2001).]

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Originally posted by CMplayer:

CERTIFIED WHINE ABOUT GAME MECHANICS

ISSUE

I put this on tech support(probably

the wrong place) and didn't get any

answers so I thought I'd try here. Thx

for any help:

_Open ground tile_ with adjacent pavement

on one side, and a heavy blockhouse on

the other side.

I can't put 'APRSNL' mines into that open

tile, probably because it has to be exactly

centered in order not to overlap onto

the pavement or the Blockhouse. However

much I move the mouse around, I only get

a red set-up line. But when I let the AI

place mines, it succeeds in putting mines into that tile.

I think we'd all agree that the engine

ought to allow putting mines into such

a tile without your having to play 'find

the pixel in the haystack'.

Am I missing something? Is there another

way to accomplish what I'm trying to do?

Or should I just interpret it as "my guys

didn't feel like digging there that day,

the sort of thing that really happens in

war y'know."

regards,

--Rett

[This message has been edited by CMplayer (edited 01-24-2001).]

Go to view 1, and look if it is a steep slope. That may be your problem.

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Not sure exactly what you mean. Are you saying you want to place the AP mine in the space between the pavement 'tile' and heavy building 'tile'. Not going to happen as you noted because the AP mine requires a 'tile' all it's own. You probably could do it in the editor by placing the AP mine first then the pavement and heavy building, taking advantage of that 'quirk'. Otherwise you are out of luck, searching for that 'pixel' will be pointless. If the AI has done it, which I haven't seen, then it probably is along the same lines as what you can do in the editor. Not really a big deal is it? As you could basically achieve the same purpose by placing the AP mine in front of the heavy building.

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Originally posted by JoePrivate:

Not sure exactly what you mean. Are you saying you want to place the AP mine in the space between the pavement 'tile' and heavy building 'tile'. Not going to happen as you noted because the AP mine requires a 'tile' all it's own.

It is an entire open ground tile, not

just the space between pavement and

a blockhouse. In fact, there is no

space at all between pavement and a

blockhouse, iirc.

You probably could do it in the editor by placing the AP mine first then the pavement and heavy building, taking advantage of that 'quirk'.

Interesting idea. This could work fine

for setting it up as a scenario. However

in a QB I could still find myself unable

to place mines in a tile which is legal

according to the rules of the game, but

just doesn't work because what appears

to have been a programming oversight.

Otherwise you are out of luck, searching for that 'pixel' will be pointless. If the AI has done it, which I haven't seen, then it probably is along the same lines as what you can do in the editor.

I don't think so. It looks as though the

AI can do it simply because it isn't

constrained by having to actually move

an arrow on the screen with a mouse to

find the exact pixel which allows it to

place the mines.

Not really a big deal is it? As you could basically achieve the same purpose by placing the AP mine in front of the heavy building.

It is a big deal. A heavy blockhouse

takes up its entire tile, so there is no

open ground in front of it. Of course my

defense shouldn't expect everything to

rest on one little tile of mines, but

if the only reason I can't put them there

is a miss in the programming then it's

frustrating. Anyway, in case BTS doesn't

already know about this then they should.

Thanks for answering, especially for

pointing out the 'quirk' about placing

the mines first, then the buildings.

regards,

--Rett

[This message has been edited by CMplayer (edited 01-24-2001).]

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Guest Offwhite

If you weren't already, using view level 5 might make it a little easier to find that "sweet spot" where it's not too close to either the pavement or the building.

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