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re enable mine layer logic
Renegade edited this page Dec 4, 2011
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This specification was automatically generated from a feature request imported into Ares's LaunchPad bugtracker. If you are interested in fleshing out this feature, please update this page.
In RA2/YR you can make a mine layer, this is achieved by getting a vehicle to deploy into a mine, and givng the mine a free vehicle with one less "pip" for ammo, in reality this is a seperate vehicle, and, as such, buggers up your "select all" clicks and makes it almost impossible for the AI to use properly.
I'm not sure how much of the code remains, how feesable/easy it'll be putting it back in, but I'd like to see an "proper" mine layer, one that deploys the mine, and moves on, without transforming.
- This needs to be filled by a supporter/drafter of this specification.
- This needs to be filled by a supporter/drafter of this specification.
- Original request by MRMIdAS/mrmidas
- Imported request at LaunchPad
- Blueprint meta-data at LaunchPad