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10-10-2009, 10:44 AM #16
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 #17
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.










EVE Online: Yumi Hikare
"I've done everything I can... There are no heroes left in man..."
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10-10-2009, 11:44 AM #18
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10-10-2009, 06:35 PM #19
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10-10-2009, 07:12 PM #20
Re: Sticky motion mines?
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 #21
Re: Sticky motion mines?
Ah, good old Java... Or is it C++? It's been a while.










EVE Online: Yumi Hikare
"I've done everything I can... There are no heroes left in man..."
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10-10-2009, 09:17 PM #22
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10-10-2009, 09:56 PM #23
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?










EVE Online: Yumi Hikare
"I've done everything I can... There are no heroes left in man..."
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10-11-2009, 12:52 AM #24
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10-12-2009, 03:32 PM #25
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10-14-2009, 07:03 PM #26
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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