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10-10-2009, 10:44 AM
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#16 (permalink)
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Join Date: Mar 2007
Location: Toronto
Age: 31
Posts: 2,709
Tournaments Joined: 0 Tournaments Won: 0
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Re: Sticky motion mines?
From what I've experienced with Motion Mines I can honestly tell you that it happens to the Walker, Tank and APC. The issue comes from what I believe is a priority sequence coding issue:
(1) Mines are triggered by your proximity to them.
(2) Bait must be thrown by the gunner and not the pilot because the coding "glues" the mines to the pilot and not the tank itself. If the pilot were to get out to throw the bait (or try and escape, etc....) then the mine will detonate usually killing the tank and both inhabitants because the mine has detected movement (the pilot exiting the tank) and remember, the Motion Mines aren't "coded" to follow armor but instead the infantry inside it. Now this glitch lasts only a few (sub)seconds before it un-glues the motion mine from the pilot but that is usually too late.
(3) To properly remove mines the armor must be completely still for a couple of seconds before the bait is thrown by the gunner. Once it's thrown wait until the mines start "bobbing" together. What has happened there is that the coding has un-glued the mines from the pilot and has now glued the mines to each other. Because of ping/stability if you throw the bait and then immediately try to move, the computer hardware may not have had enough time to un-glue the Motion Mines and some or all collide with your armor destroying/heavily damaging it when the pilot moves too soon.
I know a little bit of patience in such a fast-paced game is asking a lot but in my experience at least - I survive a little longer.
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10-10-2009, 11:11 AM
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#17 (permalink)
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Join Date: Mar 2008
Location: Ave Maria, FL
Age: 20
Posts: 1,844
Tournaments Joined: 0 Tournaments Won: 0
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Re: Sticky motion mines?
I always take the time to make sure the mines go after the bait before re-entering the vehicle if I'm solo piloting. In fact, I can't remember any time it happened to me other than that one time with the walker in the vid Mixa posted.
__________________
Also playing as: |TG-SC| MyNameIsKelvin
EVE Online: Yumi Hikare
Why MTG has lost any sense of balance:
Lotus Cobra
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10-10-2009, 11:44 AM
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#18 (permalink)
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Join Date: Feb 2009
Age: 15
Posts: 31
Tournaments Joined: 0 Tournaments Won: 0
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Re: Sticky motion mines?
Quote:
Originally Posted by Mixa
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HAhahahahahahahaaaa very nice Mixa XD
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IM AN IRREGULAR!!!!!!!! ARRRRRRG!!!!!!
"It only takes one Soldier and a few demos to make a difference..." -Lt.BRrkSoldier.
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10-10-2009, 06:35 PM
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#19 (permalink)
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Join Date: Jan 2007
Age: 32
Posts: 3,435
Tournaments Joined: 0 Tournaments Won: 0
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Re: Sticky motion mines?
If $playername = Zhohar then
{
mines = sticky
else
mines = normal
}
__________________
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10-10-2009, 07:12 PM
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#20 (permalink)
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Join Date: Apr 2008
Location: Volcano, Ca
Posts: 2,185
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Re: Sticky motion mines?
Quote:
Originally Posted by Crux
If $playername = Zhohar then
{
mines = sticky
else
mines = normal
}
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Let me see if we can expand on that a bit...
Code:
if(playername == zhohar)
{
mines.sticky = true;
mines.laughAtZhohar = true;
addEventListener(MouseEvent.throwMotionMineBait, zhohar_throw);
}
else
{
mines.behaveNormal = true;
}
function zhohar_throw(e:Event):void
{
mines.followZhoharAnyway = true;
mines.laughAtZhohar = true;
mines.blowUpZhohar = true;
}
Ya, I know. I have to much time on my hands. I can't believe I just did that. lol
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10-10-2009, 08:25 PM
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#21 (permalink)
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Join Date: Mar 2008
Location: Ave Maria, FL
Age: 20
Posts: 1,844
Tournaments Joined: 0 Tournaments Won: 0
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Re: Sticky motion mines?
Ah, good old Java... Or is it C++? It's been a while.
__________________
Also playing as: |TG-SC| MyNameIsKelvin
EVE Online: Yumi Hikare
Why MTG has lost any sense of balance:
Lotus Cobra
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10-10-2009, 09:17 PM
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#22 (permalink)
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Join Date: Jan 2007
Age: 32
Posts: 3,435
Tournaments Joined: 0 Tournaments Won: 0
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Re: Sticky motion mines?
I was writing it in Crux. It's my own programming language. I make it up as I go along.
__________________
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10-10-2009, 09:56 PM
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#23 (permalink)
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Join Date: Mar 2008
Location: Ave Maria, FL
Age: 20
Posts: 1,844
Tournaments Joined: 0 Tournaments Won: 0
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Re: Sticky motion mines?
Haha. I was referring to O'neill's post, but yes, I figured so. You do that often on the battlefield as well, no?
__________________
Also playing as: |TG-SC| MyNameIsKelvin
EVE Online: Yumi Hikare
Why MTG has lost any sense of balance:
Lotus Cobra
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10-11-2009, 12:52 AM
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#24 (permalink)
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Join Date: Apr 2008
Location: Volcano, Ca
Posts: 2,185
Tournaments Joined: 0 Tournaments Won: 0
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Re: Sticky motion mines?
Quote:
Originally Posted by LordKelvin
Ah, good old Java... Or is it C++? It's been a while.
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That actually is AS3.0. The language of Adobe Flash.....AS3 Zhohar edition. It's a child language from Java. Very OOP...or maybe MMB.  I've found AS to be a lot of fun.
Anyway, enough of my OOP derail.
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10-12-2009, 03:32 PM
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#25 (permalink)
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Join Date: Sep 2008
Posts: 105
Tournaments Joined: 0 Tournaments Won: 0
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Re: Sticky motion mines?
Quote:
Originally Posted by Zhohar
Frozen, I actually only had it happen on APCs.
Eroak, I had the same hunch. I think it's because I enter the vehicle while the MM are flying toward bait. The mine becomes confused, and becomes stuck to my armor.
It's occurred to me to try Zellering the mine, just to see what'd happen.
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It would destroy the mine but will damage the vehicle as well. I find the best outcomes occur if you equip the defuser. Or if your gunner is support have them equip Clark-RDX. Two shots from that detonate explosives too.
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10-14-2009, 07:03 PM
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#26 (permalink)
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Join Date: Sep 2009
Location: texas
Posts: 18
Tournaments Joined: 0 Tournaments Won: 0
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Re: Sticky motion mines?
hmm, sounds like something out of the movie Saw, "don't leave the vehicle or the motion mines attached to the armor will explode." haha. you could get a sniper on your team with a Zeller to shoot the mines so you can get out and whatnot.
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