[bfprog] tk_punish.py and mines
ScratchMonkey
ScratchMonkey at MatureAsskickers.net
Sun Jul 17 12:39:30 PDT 2005
--On Sunday, July 17, 2005 12:43 PM -0600 Forrest Thiessen
<thiessen at cyberscapearena.com> wrote:
> The weaponType you get that way will be 16 generic weapon types defined
> at the beginning of the bf2.stats.constants file; if you compare it to
> the constant WEAPON_TYPE_ATMINE, you will have a way of telling if a
> player was killed by a mine--any type of mine--there's only one right
> now, but may be more in mods or expansions in the future).
Should we have this logic apply to claymores? I don't play sniper often
enough to remember to deploy those, but conceptually they do the same
thing. If you climb a ladder and get one in the face, do you blame the guy
who used it to defend his six? I think it should get treated the same as a
mine.
> To your other question, it wouldn't be easy to tell how long a mine is
> deployed--there is no "time deployed" attribute, and as far as I can see
> deploying a mine fires off no events, so you can't "see" it happening.
Ok, something to add to DICE's RFE list on the wiki, then. Deploying should
generate an event, and items that expire from the game world should
generate another event. That also goes for vehicle respawns and
self-destructs.
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