Airmines
Thu, 2016-08-11 18:46
Hello,
this is my third post.I wanted to make clear ,that airmines are overpowered and i would sugest making them stop chasing you after a certain time.
Hello,
this is my third post.I wanted to make clear ,that airmines are overpowered and i would sugest making them stop chasing you after a certain time.
The airmines have a bunch of configurable parameters not actually exposed in UI (but that could be set by a script) like chase times, distances and damage. But I think the defaults are ok. If anything, I find them to be kinda on the wimpy side right now. Also. They will stop chasing eventually.
Ways to escape:
* Get something in between them and you
* Trap them w/ a girder *on top* of them (or land spray, trickier but doable)
* Have other hogs be closer. Eventually the mine will chase them
* End turn when outside of trigger radius (175px by default)
* Get far enough away (trigger radius *6, or about half a medium map distance)
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Oh, what the heck. 1PLXzL1CBUD1kdEWqMrwNUfGrGiirV1WpH <= tip a hedgewars dev
how about just expode mine?
That's an awesome pro move. I guess bazooka or a carefully timed 'nade would work too.
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Oh, what the heck. 1PLXzL1CBUD1kdEWqMrwNUfGrGiirV1WpH <= tip a hedgewars dev
a really awesome pro move
That with the distance seems not to work for me.
maybe can,,, but never thinking about it :-
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The special air mine parameters mentioned by nemo can be set when you use my Game Hacks script.
https://hedgewars.org/node/6279
Hi, I am a Hedgewars developer.
Nice advertisement for that Game Hacks ;^>
But Your Game Hacks Obviously COOL !!! what a HARDWORK !!!
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⠀HP: ██████████ 1E9/1E91E9/1E9 ██████████ :MP
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