Nikki Mond Posted May 24, 2009 Share Posted May 24, 2009 discussion of clearing minefields on the tow2 forum. (I don't have tow2 yet). This could be done at the scenario level in the mission editor in Tow1. Most modders know this but it would be of little value to game play. Typically have a mine field rect created using a trigger as per normal. And when a certain unit such as a special task squad of sappers, or create designated pioneer squad, enters this same rect start a countdown clock, for I dunno 5 minutes? Then use the destroy trigger script for the minefield. Minefield cleared. You could set up long skinny minefield rects so it would appear a narrow strip is cleared. Link to comment Share on other sites More sharing options...
Gnasher Posted May 24, 2009 Share Posted May 24, 2009 Yeah agree totally Nikki. It would be cool if combat engineer troopers could as you say lay a necklace of AT mines over a road or track & be able to detect enemy mine necklaces. I'm thinking that a single unit would be unable to carry more than 5 mines (AT or AP) Player's choice )). Also these guys should be able to use flamethrowers & demolition charges to destroy objects (ie bridges & buildings). This would be a 100% bonus to playability & add soo much to MP! Link to comment Share on other sites More sharing options...
Sneaksie Posted May 25, 2009 Share Posted May 25, 2009 I'll add that you can first create large minefield and then demine only small rect inside it, so there is no need to create many small minefield rects to clear a narrow strip later in ToW2. Link to comment Share on other sites More sharing options...
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