Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: Tripwire-triggered mines, directional mines (claymores), mines display, layered hierarc
New feature: Tripwire-triggered mines, directional mines (claymores), mines display, layered hierarc[message #303205]
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Wed, 11 April 2012 01:20
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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Tripwire-triggered mines, directional mines (claymores), mines display, layered hierarchical trap networks, makeshift mines
... among other stuff.
I've added quite a bit of functionality on the system of how explosives are planted, controlled and how they work.
There is now a new item, tripwire. Tripwire can be planted just like regular mines. The important thing is that once someone steps onto tripwire, it will activate other tripwires that are on an adjacent tile (those tiles that share an edge with the tile).
As other tripwires get activated and activate others themselves, a chain reaction takes place. The important twist to that: You can add a tag to bombs and mines that allows planted explosives to be activated this way, too.
By this technique, stepping onto tripwire activates a 'network' of tripwire that detonates explosives along the network (if you made such a network, of course).
Once tripwire was activated, it is revealed. To activate again, it must be planted again.
Tripwire can be defused, however, failing to defuse it will result will activate it.
Planting tripwire gives less experience than planting explosives.
If you have a wirecutter in your hands, you receive a bonus if you defuse an item that gets activated by tripwire. Double bonus if the item is tripwire
The relevant xml tags in Items.xml are as follows:
1 // this allows an item to be activated via tripwire
1 // this defines an item to be tripwire (makes sense only for tripwire, though)
This allows you to truly create networks of traps.
As you can see in this picture, Barry stepped into a tripwire network. Two mines go off. the stuff on the floor is the tripwire revealing itself.
But wait, of course there is more to that. To allow more complex trap networks, you can define a tripwire to be of a tripwire network. You can choose up to 4 networks. A tripwire will activate other tripwires only if they are from the same network. This allows to make your tripwire networks overlapping.
But there is one more thing to that. Networks also have hierarchy levels. The concept is that a tripwire will only be activated if the other tripwire activating it has a higher or equal hierarchy level.
This allows to create a line of tripwire that will blow up in different ways, depending on where you step onto it.
How do you know of where you layed tripwire, and of what network and hierarchy it is?
Use the new display trap network view. Via ALT + Shift + V, you can now toggle between
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Display trap network: mines are red, tripwire is yellow, tiles with both tripwire and mines are orange - Display network colouring: network A is red, network B is orange, network c is yellow, network D is green
- Display trap network A,B,C or D: only tripwire of this network is displayed. hierarchy 1 is green, 2 is yellow, 3 is orange, 4 is red
- no display of traps (standard mode)
Display of trap network. Stepping onto a red tile will only activate a network of that colour. Stepping onto the overlapping tile will activate both.
A view of trap network B. Stepping onto the red tiles will activate all wires, stepping onto the green one onyl that one
This display works just like the display cover and display sight range systems. You can view a trap network, then switch to display cover and back, your display mode will be remembered.
Of course, only tripwire placed by your team will be displayed, not hostile ones. But here is something related to that:
I've altered the metal detector, it now works as an improved mine detector. If the currently selected merc has a metal detector in his hands (just inventory doesn't suffice anymore), all mines and tripwires up to 4 tiles away are shown via the display nearby traps mode, activated by ALT + Shift + C. However, this doesn't display waht exactly is there... anything foudn is just displayed red, you won't know if it is a mine or a bomb.
Also, the metal detector in general now only works if used in your hands. Only then will it auto-detect mines that are very near.
Nearby trap display
What would a new mine system be without new toys? There is now the possibility to turn ordinary grenades to makeshift mines, and reverse the process (thanks to glorious HAM5).
- Simply take a mine/defensive/smoke/tear gas/mustart gas grenade or emergency flare.
- Attach tripwire to it.
- Voila, you made a tripwire mine out of it. You can plant it like a regular mine, but it can also be activated by surrounding tripwire.
- Click on the icon in the items picture in UDB to remove the tripwire, giving you back the original grenade and a piece of tripwire.
Barry just stepped into a trap network, activating several types of makeshift mines at once.
And of course, the things you've been requesting for years is here now:
The M18 claymore is a new special mine that fires fragments (a new feature of HAM5). I added a new feature of mine that now allows to make it directional. This means the following:
- Upon planting the claymore, the direction your merc faces when he plants the mine is the claymore's firing direction.
- If it detonates, it will fire fragments in that direction only
- In the Explosives.xml, you can set if it is directional, and the horizontal and vertical arcs for it.
- excerpt of Explosives.xml:
...
70 // number of fragments
0
15 // damage of each fragment
100 // range of fragments (10 = 1 tile)
60 // horizontal firing degree
2 // vertical firing degree
...
- note that I have set the maximum number of fragments that can exist at any moment in game to 1000, it was previously set to 200
Wait, what is that? Two detonators on oen bomb? How can that be?
Answer: One is a new item, a remote defuse. If you plant a bomb with a remote defuse attached, you are now asked to enter a detonation and/or defuse frequency.
If you then activate the remote, you are asked for a detonation frequency or a defuse frequency.
Selecting defuse will make defuse all mines and bombs that react to that defuse frequency. They will no longer bee armed, and can be picked up by anyone.
This allows you to safely defuse traps you planted. Simply set them all on the same defuse frequency. With a single remote command, they are defused, and you won't have to risk lives jsut to collect your traps.
Of course, you have to first attach a remote defuse on your items.
Bobby Rays, Tony and Devin will now have claymores, Tripwire and Remote Defuses in stock.
Also, the pics for the tripwire and the claymore were made by Smeagol. Thanks you a lot!
For your entertainment:
Barry and Red set up an ambush... the red tile is a remotely controlled claymore.
Barry activates the claymore. 4 enemies are hit, 2 lethally. If you look closely, you can still spot some of the fragments flying.
Edit: This post was altered, because I wanted th first post to describe everything I did here.
[Updated on: Wed, 18 April 2012 01:37] by Moderator Report message to a moderator
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Re: New feature: tripwire-triggered mines (claymore)[message #303412]
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Sat, 14 April 2012 13:49
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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For those of you thinking 'mines and tripwire is good, but how do i remember where i planted all my stuff?', i have the answer:
You don't have to.
Just use the new 'trap network display'
This is an alpha version, but it works just like the cover display.
Yellow indicates planted tripwire, red indicates planted bombs or mines. Of course only stuff planted by your team is displayed, not hostile ones.
[Updated on: Mon, 18 September 2023 09:48] by Moderator Report message to a moderator
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Re: New feature: tripwire-triggered mines (claymore)[message #303422]
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Sat, 14 April 2012 17:03
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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Update:
This is the display of your own mines. Red indicates a mine or bomb, yellow indicates tripwire, and orange indicates both on the same tile. You can have both on the same tile, thereby securing your tripwires with additional mines.
The green colour just indicates that mines are in the surrounding area.
To prevent exploits, only stuff planted by your team is displayed. There could still be hundreds of mines planted by a nefarious modder, you won't see them this way
You can activate this mode via ALT + END and toggle it via ALt + Shift + V (like cover display + ALT).
This pic indicates a new feature: as the metal detector wasn't that useful, it now has a new ability: it serves as a mine detector.
If the currently selected merc has a metal detector in his first or second hand, all mines/bombs/tripwire in a radius of 4 tiles around him is displayed. Red indicates that something is planted, you'll have to find out what it is yourself.
This also doesn't flag the stuff, a merc with low explosives skill might still not find the stuff. You know about it, your mercs don't.
You can acitvate the display trap mode via ALt + DEL and toggle it via ALT + Shift + C (like enemy cover display + ALT).
I'll send this to RoWa.
Report message to a moderator
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Re: New feature: tripwire-triggered mines (claymore)[message #303428]
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Sat, 14 April 2012 17:53
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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@Hanakin: That's correct. Once I've made directional mines, it'll be even better, allowing you.
Test it in Omerta, the enemies there should step into barry's traps.
[Updated on: Sat, 14 April 2012 17:53] by Moderator Report message to a moderator
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Re: New feature: tripwire-triggered mines (claymore)[message #303521]
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Tue, 17 April 2012 04:02
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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Just a little teaser for people, work still in progress:
uh-oh, Barry is in trouble. Luckily for him, he prepared a tripwire network (yellow) connected to two claymores (red). Hmm. What could happen if he takes one step forward?
problems solved
This is the new tripwire-netwrik display. You can define up to 4 different tripwire networks. They can overlap (as in the piece Barry stepped in). Activating one network does not activate others, allowing a very high degree of complexity in your traps.
There's also something called 'hierarchy' i those networks - I'll explain that another time.
Expect more stuff (and propably a release) later today.
Edit: New thigns will include, among other things, makeshift mines - grenades turned mines. Yes, will lead to things like mustard gas mines. These things can be built via tripwire - and can be transformed back to grenades, thanks to the HAM5 code.
[Updated on: Tue, 17 April 2012 04:22] by Moderator Report message to a moderator
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