Retro
03-04-2006, 11:10 PM
I played around with the breaching route and have a few questions.. I tried looking at the breaching demo setup but there's so much going on in that mission that it's a bit too confusing.. so here goes
The manual says that a MICLIC vehicle should be sent in first.. however I found that before I do that I have to detect that minefield.. and THAT means I have to send in a vehicle with scout orders, right? I tried infantry but they happily walked over the minefield without notifying anyone about its presence..
This scout vehicle has a very high chance of being killed.. I'd like to trigger on that event, however there does not seem to be a suitable entry in the condition logic for that.. neither 'indirect fire' nor any of the 'damage' entries seem to be triggered if a vehicle is hit by a mine.. so for the time being I have to trigger it myself..
Now the MICLIC.. I send it forward, with a breach route, it drives up to the minefield (make sure it is lined up correctly or the lane in the field is not really where you wanted it to be), buttons up and fires (make sure no infantry is in the path of fire or they'll get toasted). HOWEVER, after it has done this, it continues the breach route :shock: As there may be a few mines left there's an excellent chance that the MICLIC blows up.. how can I avoid that?
After the MICLIC come the tanks with rolls or plowers.. they'll clean up the rest of the mines (the manual talks that one roll/plower only survives a few mines, is that implemented?). After that comes an engineer vehicle, with breach route, which marks the lane (BTW the manual talks about deceptive mine field markers, I could not find them in the mission editor.. any pointers?). After that, normal traffic through the minefield can start.
As I don't know how to keep the MICLIC from following the breach route I sent in the tanks with the rollers first, they seem to work fine.. (pushing the dead scout before the first tank is also a nice idea - saves the rollers) :twisted:
Also a good idea is to have two routes through the minefield, one with breach orders (for the MICLIC, the rollers, the engineers), one with march orders (for the rest, they can travel at top speed).
So to reiterate my questions
Is there a way to make an enemy minefield visible from the start (without needing a sacrific^H^H^H^H^H^H^H^Hscout vehicle)?
How can I detect if the scout blew up on a mine?
Is there a way to keep the MICLIC from driving through the field after it fired its charge?
How often can the MICLIC fire anyway?
How many mines can a plower/roller withstand?
Where can I find the mine field markers, to set up a deception?
Sorry if this post is a bit confusing :?
[Edit: duh, I used buried mines.. of course no vehicle/infantry can detect something like this.. so I guess losses just have to happen in that case?]
The manual says that a MICLIC vehicle should be sent in first.. however I found that before I do that I have to detect that minefield.. and THAT means I have to send in a vehicle with scout orders, right? I tried infantry but they happily walked over the minefield without notifying anyone about its presence..
This scout vehicle has a very high chance of being killed.. I'd like to trigger on that event, however there does not seem to be a suitable entry in the condition logic for that.. neither 'indirect fire' nor any of the 'damage' entries seem to be triggered if a vehicle is hit by a mine.. so for the time being I have to trigger it myself..
Now the MICLIC.. I send it forward, with a breach route, it drives up to the minefield (make sure it is lined up correctly or the lane in the field is not really where you wanted it to be), buttons up and fires (make sure no infantry is in the path of fire or they'll get toasted). HOWEVER, after it has done this, it continues the breach route :shock: As there may be a few mines left there's an excellent chance that the MICLIC blows up.. how can I avoid that?
After the MICLIC come the tanks with rolls or plowers.. they'll clean up the rest of the mines (the manual talks that one roll/plower only survives a few mines, is that implemented?). After that comes an engineer vehicle, with breach route, which marks the lane (BTW the manual talks about deceptive mine field markers, I could not find them in the mission editor.. any pointers?). After that, normal traffic through the minefield can start.
As I don't know how to keep the MICLIC from following the breach route I sent in the tanks with the rollers first, they seem to work fine.. (pushing the dead scout before the first tank is also a nice idea - saves the rollers) :twisted:
Also a good idea is to have two routes through the minefield, one with breach orders (for the MICLIC, the rollers, the engineers), one with march orders (for the rest, they can travel at top speed).
So to reiterate my questions
Is there a way to make an enemy minefield visible from the start (without needing a sacrific^H^H^H^H^H^H^H^Hscout vehicle)?
How can I detect if the scout blew up on a mine?
Is there a way to keep the MICLIC from driving through the field after it fired its charge?
How often can the MICLIC fire anyway?
How many mines can a plower/roller withstand?
Where can I find the mine field markers, to set up a deception?
Sorry if this post is a bit confusing :?
[Edit: duh, I used buried mines.. of course no vehicle/infantry can detect something like this.. so I guess losses just have to happen in that case?]