Debriefing > General Goldeneye

detonating remote mines

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Konrad Beerbaum:
Basically I believe he is looking for a detonate mine command, so that he can bind it to a separate button and detonate it without switching to the detonator.  Seems a bit cheap if you ask me, and tbh I don't know if we have a detonate mine command, the programmers probably have it set so that attack 2 will cause mines to detonate if the player has switched to the detonator, so there probably isn't a specific detonate mine command. 

TooCrooked:

--- Quote from: Konrad Beerbaum on September 16, 2008, 12:09:11 am ---Seems a bit cheap if you ask me
--- End quote ---

you wouldnt say this if you had played the real GE on the 64. and if you have, then why question the dynamic that this mod attempts to emulate?

Scooter:
TooCrooked is right, there should be some kind of key combo to detonate remote mines without switching to the detonator. In the original N64 game, you could switch to the detonator and press 'Z', or you could have your mines out and press 'A' and 'B' together, and it would detonate. Perhaps you could work something in that will emulate that, yes?

VC:
A key "combination" is mostly meaningless here, since everyone will simply alias it to one key, and then it may as well be a simple single command.

The switch to watch then detonate thing is a balance issue; if the player must wait through the switch animation, you can't (as easily) use mines as a substitute for a grenade launcher.  Anyone who's played UFO GES knows that it sucks ass.

kraid:
I cannot see the point of this. The instand explode thing is allready in there and if you read carefully the posts above, you'll find out how to do them. Sure it's not easy to do and you might fail often but with a lot of practice you'll get it.
By the way, useing a pad instead of mouse + Keyboard isn't a good idea at all.

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