CMplayer Posted January 24, 2001 Share Posted January 24, 2001 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).] Link to comment Share on other sites More sharing options...
Slapdragon Posted January 24, 2001 Share Posted January 24, 2001 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. Link to comment Share on other sites More sharing options...
CMplayer Posted January 24, 2001 Author Share Posted January 24, 2001 Originally posted by Slapdragon: Go to view 1, and look if it is a steep slope. That may be your problem. It's flat. Also, the AI was able to place mines there. regards, --Rett Link to comment Share on other sites More sharing options...
JoePrivate Posted January 24, 2001 Share Posted January 24, 2001 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. Link to comment Share on other sites More sharing options...
CMplayer Posted January 24, 2001 Author Share Posted January 24, 2001 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).] Link to comment Share on other sites More sharing options...
Guest Offwhite Posted January 25, 2001 Share Posted January 25, 2001 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. Link to comment Share on other sites More sharing options...
CMplayer Posted January 25, 2001 Author Share Posted January 25, 2001 Originally posted by 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. View level 5, right. I'll give it a try, thx. Link to comment Share on other sites More sharing options...
Enfors Posted January 25, 2001 Share Posted January 25, 2001 I don't remember of all sides of a mine field are of equal length, but if they aren't, then rotating the minefield 90 degrees might help? -Enfors- Link to comment Share on other sites More sharing options...
CMplayer Posted January 25, 2001 Author Share Posted January 25, 2001 Originally posted by Enfors: I don't remember of all sides of a mine field are of equal length, but if they aren't, then rotating the minefield 90 degrees might help? -Enfors- It's worth looking into...thx enfors. Link to comment Share on other sites More sharing options...
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