Re-Enable Mine Layer Logic
Registered by
Renegade
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.
Blueprint information
- Status:
- Not started
- Approver:
- None
- Priority:
- Undefined
- Drafter:
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- Direction:
- Needs approval
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- Definition:
- Drafting
- Series goal:
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- Implementation:
- Unknown
- Milestone target:
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- Completed by
Whiteboard
(?)