View Full Version : deactivate Mines
Hello, is there a way to deactivate the random generated minefields?
It´s always is a blast, or several actually, when spawning with the entire group in a minefield, and your unable to see the signs, because your heavy tanks are standing on top of them :)
thx in advance :)
No that I know of, since they are in fact not random but part of each map.
You would have to use the editor to remove all the mines from the 100+ maps in the mod.
Easier suggestion would be to just keep a mine detector with you.
No, they are not part of the map. They are part of the mission file (0.mi) and are generated by the Campaign.exe. Right now there is no option to turn minefields off since it is hardcoded into DCG.
Ah, I stand corrected.
I have suggested before but here is a good place to remind what that suggestion was. I constantly spam the team with an endless amount so a reminder is always a good thing.
1-I would like for the spawn box for both sides to be free of DCG generated mines.
2- I would like for the owner of the map at the start of each mission to be the owner of the mines so this means that if the player owns the map then the minefield should also be player controlled mines. If the computer owns the map then they would be the owner. Allowing the map owner to move thru the minefield that they own.
3-That when the player owns the map that rather than being a randomly generated mine field it now be a placeable item able to be located on the map in any spot other than a spawn location.
4- Since they would now be manually placed then a cost for them should be added but it would save time on defensive maps to lay some mines a quick fix till a timer can be added at the start of a defensive mission.
Limit 1 minefield per mission, but since they do not go away and are saved more than one minefield can be on a map if the map has been played more than one day.
wasn´t aware there was this much interest :)
Thank you all for the very quick replies and infos. It´s always a pleasure posting in this forum ^^
Well i´m gona check out this file you mentioned, and see if i can get something done.
Not sure of the necessity thou, since assault squad might bring a whole new lvl to the game.
i wish you all the best, and a lot of smoking enemy tanks :)
Wow all those ideas sound great. As for #4 maybe each Pioneer/Engineer squad you have would give you 1 free minefield.
I really like that idea, not sure the best way to have it happen. Perhaps this is the way-
Currently we have 1 unit to control, all purchases go here, then they all move with the main unit on the operational map.
I propose a separate support unit that affords you advantages in your main mission with your combat forces.
The way to do this with minimum changes would be to have on the right side where we have our units that we have it set there into two categories, top category would be the units that start the mission. bottom would be the ones that follow and support your units. Here you could place supply trucks, and all those captured units but not have them count against your command,
They would be set to not appear till the battle was won.
The advantages they would provide- For every piece of heavy arty you have you would get one explosion for your call arty. so if you have 4 pieces then when you do a call arty mission 4 explosions would happen each time.
For each engineer you own you would get so many mines for a mine field that you could place anywhere bu the spawn area. up to 8 men per minefield. so if you had two squads you could do two minefields.
5 ap mines or 2 at mines, 40 ap or 16at for a full squad.
The last thing but would really need the support unit to be a completely separate unit would be for air power to also be there, Airborne, and later even marine units, LCV's.
I personally would like to have more than one combat unit, and be able to do more than one battle per day, even have an option to stack units, this way we have platoon sized units moving around if we have one wiped out we do not have our whole force destroyed.
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