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I was really bored the other day (before I got all my projects) and thoguht of a way to capture space mines.
------------------ "I was under the influence of medication when I made the decision to burn the tapes."
Richard Nixon
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Um... Okay...
But seriously, it's good to have plug developers pushing the limits of the EVO engine. Keep it up!
------------------ Dan! The food's gone!
Hey pioneering plugger, here is another idea:
Make the mine launcher similar to a "bay" so it launches a "ship." Then delete the mines (since they're useless now) and create a mine ship. They couldn't move, but have a weapon that has similar attributes to the original mine. Give the mines just enough shield so they don't blow up when anything hits it, but when they launch a mine, it will blow them up. Give the mine a graphic without a mask. Oh, and a fast regen rate, such as 1, giving them the illusion of being heavily armed. Give them a governemt with the always attacks flag, make a few flëts, and boom, you have your laid mines.
-Dave " I need to degauss my monitor" Lesovoy
------------------ -- "Do or do not. There is no try." -Yoda
Well, using 1.0.2, it's easier. Do more or less like Dave says; but add a mine weapon with ammo type -999. Get too close to an active mine, it explodes, destroying said ship. Get to a disabled mine; with a mine bay you can scoop it up into your ship. How about that?
------------------ "His Strangelove All-Purpose Do-It-Yourself Defensive First Second or Third Strike Indestructible Fantastic State-of-the-Art B-Ware Offensive Attack Bomber can't compare with our M & M E & A Sub-Supersonic Invisible and Noiseless Defensive Second-Strike Offensive Attack Bomber." - from Closing Time , by Joseph Heller.
Quote
Originally posted by Dave Lesovoy: **Hey pioneering plugger, here is another idea:
**
I tried something like that. The mines are ships with an auto-detonation weapon. But it never worked because of that invisible-tractor-beam bug, where your escorts seem attached to you with a string when you move.
CF, that would work better, but there's still that bug that prevents you from using the mines effectively.
------------------ God. Root. What is difference? -Pitr
AIM: obormot345
Simple solution to the "invisible tractor beam 'bug'": after you deploy one, immediately tell it to hold position (default key: V). The effect with the so called bug (it's not really a bug, just an occasionally annoying feature) can be used to more precisely place the mines. Just remember to get as close to stopped as you can before you tell the mine to stay put, otherwise it will float away from the place you put it. Also, if you have other fighters/escorts, it will cause problems with your control over them. Also, when the mine is in place, you can then fly away from it and either tell it to return to the fleet (default key: c) or you can tell it to directly target a ship (default key: f).
------------------ Knucklehead, Aeon Productions
=======================
(Insert witty remark here)
Originally posted by Knucklehead: **Simple solution to the "invisible tractor beam 'bug'": after you deploy one, immediately tell it to hold position (default key: V). The effect with the so called bug (it's not really a bug, just an occasionally annoying feature) can be used to more precisely place the mines. Just remember to get as close to stopped as you can before you tell the mine to stay put, otherwise it will float away from the place you put it. Also, if you have other fighters/escorts, it will cause problems with your control over them. Also, when the mine is in place, you can then fly away from it and either tell it to return to the fleet (default key: c) or you can tell it to directly target a ship (default key: f).
I tried that. Doesn't work.
I know it's a feature, to prevent the game from having to make unnecessary vector calculations for your escorts, but I hate it.