SHoWW2:Minefields

How you can add a minefield to your map

Minefields are usually open spaces, forced passages, well defensible. They are formed by a certain number of anti-tank mines, around which are placed, in a star form, some abti-personel mines (this to make difficult the mines removing from hostile engineers). The field's perimeter is delimited by barbed wire (to make more difficult the live for hostile engineers) and by mine tables. These last ones have two functions: to avoid the patrool soldiers to not blow up; and to frighten the enemies. Also, not rarely, a lot of heavy machineguns are positioned behind the minefields (to make even more adventurous the live of engineers).

As you know there are two different types of mines in the game: anti-personel mines and anti-tank mines. Now I show you how you can create and put in your map a dangerous minefield composed by AT and AP mines.

Open your .mi file useing the Steinfish Unofficial MapEditor.

Now, the first step is the choice of a place for your minefield. I think that you have just an idea about... (eh, eh, I really don't wish to be an engineer)

When you finally have found the place, you can start to delimited it useing barbed wire, minetables, etc. Certainly you can give no distinctive signs too, if your intention is to create a deadly trap. In the Steinfish MapEditor, you can find the entities needed from the available elements: Fences menu. They are: mine_tablet, wire, wire1, wire11.

Now you can start placing the AT mines. You have to place them outdistance the one from the other. In the Steinfish MapEditor, you can find the entity needed from the available elements: Weapons menu. It is named: mine_antitank.

Then you have to place the AP mines around the AT mines. Four AP mines are usually used for every AT mine. In the Steinfish MapEditor, you can find the entity needed from the available elements: Weapons menu. It is named: mine_antipersonnel.

Now, close the Stainfish MapEditor, and save all.

Useing notepad, open the .mi file.

For every mine that you have placed, there will be a code similar to this quoted below:

For anti-personel mines:

{Entity "mine_antipersonnel" 0x8000 {Position 2331.651123 -725.269043 63.000000} {Turn 0.000000} {extender "stuff" {item "mine antipersonnel"} }	}

For anti-tank mines:

{Entity "mine_antitank" 0x8210 {Position 244.718079 -1450.729858 4.677828} {extender "stuff" {item "mine antitank"} }	}

You should overwork this code for every mines like is showed below:

{Entity "mine_antipersonnel" 0x8000 {Position 2331.651123 -725.269043 63.000000} {Turn 0.000000} {extender "stuff" {item "mine antipersonnel"} }	}

became:

{Entity "mine_antipersonnel" 0x8000 {Position 2331.651123 -725.269043 63.000000} {extender "mine" {mined} {miner 2} }	}

and:

{Entity "mine_antitank" 0x8210 {Position 244.718079 -1450.729858 4.677828} {extender "stuff" {item "mine antitank"} }	}

became:

{Entity "mine_antitank" 0x8210 {Position 244.718079 -1450.729858 4.677828} {extender "mine" {mined} {miner 2} }	}

The code line mined denotes that the mine is actived. The line miner points out the ownership of the mine. In this case the mine own to Player2.

Remember that this procedure should be re-done for every mines.

Now you can close notepad. Save all.

You finally have got a minefield in your map.