Would it take much coding to have the minimap automatically zoom all the way in when you are on foot and enemy mines are detected on it? And have it zoom back to what you had before when you leave the spotting zones of the mines. I mean currently it is a half assed feature that we can actually see mines but the average player always has his minimap zoomed out to notice the actions on the rest of the battlefield.
in change zoom? wtf is that? Anyways... I keep it zoomed out most of the time so I can notify the rest of my team who almost invariably ignore the damn minimap that THERE ARE ENEMY IN OUR BASE! I only zoom in to catch scouts.
BTT: making the minimap smarter should not need GUI work, adding an option to settings to let you choose if on or off would though.
Your idea wouldn't need too much, I was referring to Hamster's idea, which I do like, but know won't get done
When I'm in situations mines matter I zoom in the minimap manually. IE Escort/Crossroads/District as grenadier. You don't see mines as any other class anyway, besides that, mines are easier to see on your screen than on your minimap 90% of the time.
bc i selected other: i only zoom if i use enh.senses - thats not only but mostly when im seraching for scunts (which btw is a very unobvious gameplay element) also what empty said, you only see mines as gren anyway and bc chances you have defusal anyway are quite good, its a quite pointless feature. apart from that i often think ppl dont pay the slightest attention to the minimap anyway. and finally, if you can use that, its undeniably a very visible (its something moving in the corner of your vision) warning for mines. you wouldnt even have to look at the exact position to know that theres mines around. so the toggleable option is actually farce, youd have to use it or youd lose an advantage. and since the mine detection skill is a innate skill of the gren it shouldnt be all too powerful.
Imo we should just make mines flash for Grens. Sounds a bit mad but that's what happens in CoD if you take sitrep, and it's pretty fair there.
no, no, no to do it properly half-assed empires' way we need turquoise text in chat yelling "MINES AROUND HERE! WATCH OUT FAGGOT!" whenever you are close to a mine. EDIT: Seriously can we have a particle applied to mines that only Grens can see?
Build it off of the code you currently have for the mine detection. If you can't, I'm guessing it may be because the code just detects mine entities, and that the mines are not in an array where individual mines are reacting. If the mines are in an array, then all you'd have to do is when the detection thing is going off to just have the mines being detected spout out rainbows or whatever you want. Actually I'm now guessing that you already took that into consideration, and that the real issue is that source does not allow particles to be hidden or shown to specific players. Of course you can just do what you just said about COD, making mines flash, by doing a HUD element similar to targets. When a mine is detected just do something like the target square, where it places a white sprite is place on your hud shaped like a mine. But all that sounds like it would create a ginormous window of error, cause I've never seen all of the code in it's entirety (dunno = a), and that even the most experienced coder on the team will fuck it up in the process and we'd be forced to play stackoverflow-pires.
yes but the question is if you can (and want to) alter the particle emitters code as they probably dont know about our player classes. in theory - but theory, who knows what bugs might come up then - youd only have to check if local player is gren before drawing
My point was that this can be done with a material only fix (i.e. no code required) but the part that makes Gren only get it, would require code, and that's where it gets more complex. For me personally, Grenadiers would have that by default. But I just don't know how much work it would be code-side to allow one class to see the same model as others with a different texture.