Pre-existing mine fields


(Hank Root) #1

Hey guys,

Forgive me if this is a redundant question. Is there any way to create pre-existing minefields that are not player-laid mines but spawned into the map? I would like to have unmarked minefields to help define the map extents rather than the usual wall, hedge, etc. Other Quake3 FPS games I have mapped for have a trigger brush which calls on a minefield script ( triggers animation of player being blown up, mine ‘click’ before explosion) when the player enters the brush. Is there anything like this in ET? Thanks guys,


(The Wanderer) #2

use a hurt brush with a target_effect for the explosion.


(Aikon) #3

Hmm…I think I once saw something like as an entity, which were basically mines…in RtCW_beta_ent_2 there should be an entity like that, you will just need to add those lines (or just that line) to your entities.txt and it will be done.

http://user.tninet.se/~fzo823r/

That’s where you can get it from, just DL the map w/ entities and follow instructions. Hope it doesn’t affect the cost of actual landmines tho…


(S.S.Heirpie) #4

POW has a built in mine field, get the map it just might help you figure your mine field out

http://wolfmap.de.gaming-networks.net/index.php?module=filebase&type=file&ref_id=397&file=c605225c97f87bebd8e6105d3bceb81e/0/


(mrfin) #5

this is what I have in 2 parts of my map…the roads continue but there are clear danger mines signposted. There is a trigger_hurt brush right next to a trigger_multiple which sets off a target_speaker explosion. Works fine and gives the impression that the map continues nicely.


(Chruker) #6

I just tried making a small test map with the misc_landmine entity. It works, but you need a lot of mines to make sure the entire area is covered, so as a border in the map they don’t work well for a number of reasons:

  • Once it has been used its gone.
  • It has to have the owner team set, and they count against the max number of teammines. You can place a lot in the map from the start, but the engineers can’t plant mines until the total number is less than the max number of teammines.
  • I made a field of about 15x7 mines, which made my game crash to the mainmenu, each time I selected to spawn as axis. The mines were set to axis too, so I guess it couldn’t handle all those mine flags.

Too bad, though.


(capslock trojan) #7

im building a thing like that to but im using mortar on several triggers and so far that gives a mine effect