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] Wed, 11 April 2012 01:20 Go to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
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.

http://i40.tinypic.com/amp2xz.jpg
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
  • http://i41.tinypic.com/25iaf5f.jpg
    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)

http://i43.tinypic.com/16qhp3.jpg
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.

http://i42.tinypic.com/lfj4o.jpg
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.

http://i42.tinypic.com/1221b2w.jpg
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.

http://i43.tinypic.com/35lc39e.jpg
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:

http://i40.tinypic.com/15xwakh.jpg

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.

http://i42.tinypic.com/2qnw3l2.jpg

If you then activate the remote, you are asked for a detonation frequency or a defuse frequency.

http://i42.tinypic.com/6ogd53.jpg

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:

http://i42.tinypic.com/641ma0.jpg
Barry and Red set up an ambush... the red tile is a remotely controlled claymore.

http://i40.tinypic.com/iepdvo.jpg
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

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Captain

Re: New feature: tripwire-triggered mines (claymore)[message #303232] Wed, 11 April 2012 10:39 Go to previous messageGo to next message
Fozzie is currently offline Fozzie

 
Messages:183
Registered:April 2010
Location: Germany
Cool stuff!
I guess someone watched Commando again recently... Wink

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Staff Sergeant
Re: New feature: tripwire-triggered mines (claymore)[message #303343] Fri, 13 April 2012 02:15 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Update: Smeagol made awesome pics for the tripwire, thanks for those!

Small fix: Tripwire does no longer deflags a whole tile if it is activated. this means that you can put mines on the same tiles as your tripwire, it won't interfere.

Tripwire activation no longer works on diagonal tiles, as that was inconsequent (as you can still cross tripwire diagonally without activating it.

Claymores now shoot frags (thank the people who integrated HAM5 into SVN for that one, awesome work).
Still not directional, will work on that soon.

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Captain

Re: New feature: tripwire-triggered mines (claymore)[message #303411] Sat, 14 April 2012 13:38 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
I've spoken about this with JMich and smeag on IRC. With the new item transformation stuff, the following should be very easy to achieve:

grenade + tripwire -> merge to a mine
mine -> item transformation to grenade + tripwire

prolly doesn't even need new code, simply xml magic

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Captain

Re: New feature: tripwire-triggered mines (claymore)[message #303412] Sat, 14 April 2012 13:49 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
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

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Captain

Re: New feature: tripwire-triggered mines (claymore)[message #303421] Sat, 14 April 2012 16:54 Go to previous messageGo to next message
Hanakin is currently offline Hanakin

 
Messages:33
Registered:June 2008
Location: Czech Rep.
So, now we can actually booby trap doors, right? We just have to set the tripwire and explosive in front of it and wait. Or am I missing something?

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Private 1st Class
Re: New feature: tripwire-triggered mines (claymore)[message #303422] Sat, 14 April 2012 17:03 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Update:

http://i41.tinypic.com/25iaf5f.jpg

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 Smile

You can activate this mode via ALT + END and toggle it via ALt + Shift + V (like cover display + ALT).

http://i42.tinypic.com/1221b2w.jpg

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.

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Captain

Re: New feature: tripwire-triggered mines (claymore)[message #303428] Sat, 14 April 2012 17:53 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
@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

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Captain

Re: New feature: tripwire-triggered mines (claymore)[message #303433] Sat, 14 April 2012 20:07 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
Sounds and look like great features! :thumbsup:

A few question on how does detecting and defusing tripwires (along with planted explosives connected to them) work:

1. If a tripwire is detected by a merc, is it autoflagged by the according ini setting like a mine? (Or can player flag it at all?)

2. If player defuses a tripwire on a given tile, what happens to neighbouring tripwires and the connected explosive(s): Does defusing one tile of tripwire defuse the complete chain of tripwires along with the connected explosive(s) or does player have to defuse every single tile containing tripwire and having to defuse the bomb(s) as well?

TIA.

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Sergeant Major
Re: New feature: tripwire-triggered mines (claymore)[message #303434] Sat, 14 April 2012 20:12 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
1. Tripwires gets flagged just like regular mines.

2. Defusing a piece of tripwire only defuses this piece. So to defuse a network of wires, you either have to
a) defuse every single piece
b) disconnect the mines connected to it, you can then safely step on the tripwire do activate it all. Of course its a lucky guess, cause you don't know where the evil map creator planetd those mines on the net Smile

Failing to defuse a piece of tripwire activates it, thereby blowing up the network, so you'll have to be careful.

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Captain

Re: New feature: tripwire-triggered mines (claymore)[message #303453] Sun, 15 April 2012 10:53 Go to previous messageGo to next message
Fozzie is currently offline Fozzie

 
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Is it possible to "defuse" the wire network with wire cutters/KCB knife?

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Staff Sergeant
Re: New feature: tripwire-triggered mines (claymore)[message #303456] Sun, 15 April 2012 13:09 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
At the moment it isn't, but I like your idea...

I'll give bonus to defusing tripwire if a wire cutter is in hands.

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Captain

Re: New feature: tripwire-triggered mines (claymore)[message #303460] Sun, 15 April 2012 16:34 Go to previous messageGo to next message
Akilae is currently offline Akilae

 
Messages:16
Registered:July 2011
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Flugente
At the moment it isn't, but I like your idea...

I'll give bonus to defusing tripwire if a wire cutter is in hands.


Would it make sense, upon spotting a wire to attempt to spot the mines in the network (at least a few tiles away) and defuse those? Easier to spot mines would balance the fact that they would be easier to trigger.

Actually, spotting a tripwire would enable you to step over it without triggering it although you would have to be standing up to do that and have a nasty malus if you were running.

Just my two cents.

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Private
Re: New feature: tripwire-triggered mines (claymore)[message #303461] Sun, 15 April 2012 16:53 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
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Aki
Actually, spotting a tripwire would enable you to step over it without triggering it although you would have to be standing up to do that and have a nasty malus if you were running.
Same could be said for mines, they don't cover the complete square meter. Lets not make it overly complicated.

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Captain

Re: New feature: tripwire-triggered mines (claymore)[message #303463] Sun, 15 April 2012 16:59 Go to previous messageGo to next message
Akilae is currently offline Akilae

 
Messages:16
Registered:July 2011
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DepressivesBrot
Aki
Actually, spotting a tripwire would enable you to step over it without triggering it although you would have to be standing up to do that and have a nasty malus if you were running.
Same could be said for mines, they don't cover the complete square meter. Lets not make it overly complicated.


Yeah, I guess you're right, actually.

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Private
Re: New feature: tripwire-triggered mines (claymore)[message #303472] Sun, 15 April 2012 22:11 Go to previous messageGo to next message
Hanakin is currently offline Hanakin

 
Messages:33
Registered:June 2008
Location: Czech Rep.
Aki

Would it make sense, upon spotting a wire to attempt to spot the mines in the network (at least a few tiles away) and defuse those? Easier to spot mines would balance the fact that they would be easier to trigger.


I think this makes sense. If you see a tripwire, you're going to follow it to find the bomb. If you're well trained merc, that is.

So maybe we should allow spotting bombs in the network if the explosives/merc level is high enough? Or would that be complicated to implement?

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Private 1st Class
Re: New feature: tripwire-triggered mines (claymore)[message #303521] Tue, 17 April 2012 04:02 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Just a little teaser for people, work still in progress:

http://i40.tinypic.com/dzf0vd.jpg

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?

http://i40.tinypic.com/3144h91.jpg

problems solved Smile

http://i40.tinypic.com/19s1fn.jpg

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

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Captain

Re: New feature: tripwire-triggered mines (claymore)[message #303523] Tue, 17 April 2012 05:16 Go to previous messageGo to next message
TClaymore is currently offline TClaymore

 
Messages:34
Registered:July 2011
Ho.

Lee.

CRAP.

This looks amazing! And if it's coming in HAM5 (and with the next stable release), I will be one happy camper.

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Private 1st Class
Re: New feature: tripwire-triggered mines (claymore)[message #303550] Tue, 17 April 2012 22:27 Go to previous messageGo to next message
K0ukku is currently offline K0ukku

 
Messages:188
Registered:December 2009
Lord have mercy. I have been jizzing all over the place reading this project. So nice! Just imagine all the new tactical possibilities...

One feature regarding the explosives I've been thinking is the throw-ability. It could be so cool to 1)turn explosive ON 2) throw it somewhere (like from a roof top) 3)depending on the detonator i) boom via remote ii) boom via seconds.

Keep up the good work! Smile

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Staff Sergeant
Re: New feature: tripwire-triggered mines (claymore)[message #303556] Wed, 18 April 2012 01:39 Go to previous messageGo to next message
Flugente

 
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Registered:April 2009
Location: Germany
I added LOADS of new stuff. Please view the first post for an overview.

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Captain

Re: New feature: tripwire-triggered mines (claymore)[message #303557] Wed, 18 April 2012 02:00 Go to previous messageGo to next message
Gambigobilla

 
Messages:693
Registered:July 2008
Clay-moar!!!

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First Sergeant
Re: New feature: tripwire-triggered mines (claymore)[message #303566] Wed, 18 April 2012 04:51 Go to previous messageGo to next message
TClaymore is currently offline TClaymore

 
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Actually, here's a question. How many tripwires do you need to set up a network? Like, does one tripwire item span only one tile, or is there a maximum length limit for a tripwire to span, or...?

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Private 1st Class
Re: New feature: tripwire-triggered mines (claymore)[message #303572] Wed, 18 April 2012 10:03 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
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One per tile.

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Captain

Re: New feature: tripwire-triggered mines (claymore)[message #303612] Thu, 19 April 2012 00:30 Go to previous messageGo to next message
illuminatus is currently offline illuminatus

 
Messages:61
Registered:April 2009
Location: CA, USA
Oh my.

Flugente you just blew my mind. Are you secretly porting Minecraft into 1.13?

(and Tao you beat me to the Minecraft comment)

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Corporal
Re: New feature: tripwire-triggered mines (claymore)[message #305232] Sun, 27 May 2012 18:03 Go to previous messageGo to next message
Soto Banaris is currently offline Soto Banaris

 
Messages:129
Registered:May 2012
Location: Germany
Hmmm... Laying out complex boobytraps is a dream come true for most of us, but is there an upper cap to it?
I mean, if I want to lay a minefield full of mines, explosives and flammable weaponry through the whole sector leaving only one merc guarding... May I do so to full extent or will I have a limit to it?

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Sergeant
Re: New feature: tripwire-triggered mines (claymore)[message #305246] Mon, 28 May 2012 01:54 Go to previous messageGo to next message
Flugente

 
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As far as I can tell from the code, the maximum possible number of bombs, mines and tripwires that can be placed placed at the same time is 2147483647.

That should propably be enough Smile

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Captain

Re: New feature: tripwire-triggered mines (claymore)[message #305281] Mon, 28 May 2012 20:32 Go to previous messageGo to next message
Soto Banaris is currently offline Soto Banaris

 
Messages:129
Registered:May 2012
Location: Germany
Flugente
As far as I can tell from the code, the maximum possible number of bombs, mines and tripwires that can be placed placed at the same time is 2147483647.

That should propably be enough Smile

This should be enough, even for some big maps. The day this comes out, I will be a happy man...

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Sergeant
Re: New feature: tripwire-triggered mines (claymore)[message #305282] Mon, 28 May 2012 20:36 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
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Uhmm, this has been out for weeks.

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Captain

Re: New feature: tripwire-triggered mines (claymore)[message #305308] Tue, 29 May 2012 01:49 Go to previous messageGo to next message
Soto Banaris is currently offline Soto Banaris

 
Messages:129
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DepressivesBrot
Uhmm, this has been out for weeks.

What? :yikes: Where? I read the whole thread through, yet no download link. Or is it part of something else? Currently having build 4870 with HAM 5.5.1 and AIMNAS (Not the latest AIMNAS version though) running for the game. There is no such thing as tripwire to be found ingame!

Do I have to designate an item to BE tripwire and alter all explosives to be able being activated via tripwire like the first post says? Maybe incompatible with AIMNAS? Or is there a downloadlink of some kind in another thread, because I didn't see a link like that here.

I'm not that much of a modder, I just play the game which means I have almost zero experience with such things :whistle:
Any help is greatly appreciated. Smile

[Updated on: Tue, 29 May 2012 01:50] by Moderator

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Sergeant
Re: New feature: tripwire-triggered mines (claymore)[message #305309] Tue, 29 May 2012 02:17 Go to previous messageGo to next message
Flugente

 
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Any version based on the trunk after r5217 have this stuff. See Tais SCIs for new versions. Don't know about the exact version of AIMNAS though.

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Captain

Re: New feature: tripwire-triggered mines (claymore)[message #305310] Tue, 29 May 2012 03:01 Go to previous messageGo to next message
Soto Banaris is currently offline Soto Banaris

 
Messages:129
Registered:May 2012
Location: Germany
I'll try this then. Thanks!

Edit: Got myself one of those SVN builds from Tai. Works fine right now. Impressive... Most impressive... Should become standard in every build. :vader:

Edit 2: I was unable to redo that error causing the ubID to vanish. Maybe something different caused it like I stepped into a wall of rock or something. Who knows... Placing wires and traps like a berserker now.

[Updated on: Thu, 07 June 2012 01:39] by Moderator

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Sergeant
Re: New feature: tripwire-triggered mines (claymore)[message #308005] Mon, 23 July 2012 23:02 Go to previous messageGo to next message
goc_man is currently offline goc_man

 
Messages:113
Registered:November 2007
Location: Croatia
This rocks! Flugente, you're the man ( :ok: for all your other new features).

After 13 years, we have another beautiful way of killing enemies.
Could there possibly be a way to make planting of trip wire easier (not that I'm complaining, but it can get a bit tedious micro-ing to place a new wire for each tile - when making a long network of wires)?
Suppose there could be a shortcut to place a new tripwire in the hand slot...
Or, is it possible that planting a tripwire also results in a new tripwire item being placed in the hand?
(this would also ease the logistics, since you would only need one tripwire item for the whole game)

If not, no biggy, great stuff.

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Sergeant
Re: New feature: tripwire-triggered mines (claymore)[message #308507] Wed, 01 August 2012 20:26 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1411
Registered:July 2006
Location: People riding polar bears...
Hmm, cheap-o traps.
Gas puddles you can ignite? Razz

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Sergeant Major
Re: New feature: tripwire-triggered mines (claymore)[message #308528] Thu, 02 August 2012 16:30 Go to previous messageGo to next message
leyon is currently offline leyon

 
Messages:93
Registered:February 2011
Not sure of other explosives, but TNT and Claymores (a starting kit loadout from Barry) don't take tripwires as attachments and become the tripwire equivalents. This is required before you can plant it as part of a tripwire network, I'm assuming.

[Updated on: Thu, 02 August 2012 16:42] by Moderator

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Corporal 1st Class
Re: New feature: tripwire-triggered mines (claymore)[message #308541] Thu, 02 August 2012 22:01 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Gas puddles would require a lot of coding (and doesn't make much sense imho).

TNT does not take tripwire. That is intentional. Why should it blow up if you pull at it?

Claymore already has the -tag. They can already be activated by tripwire.

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Captain

Re: New feature: tripwire-triggered mines (claymore)[message #308547] Fri, 03 August 2012 06:03 Go to previous messageGo to next message
leyon is currently offline leyon

 
Messages:93
Registered:February 2011
Ah, so this is for stuff that gets activated by 'pulling' something out i.e. mines and grenades only?

Well, at least I know what to do with my heaps of grenades now Razz

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Corporal 1st Class
Re: New feature: tripwire-triggered mines (claymore)[message #308595] Fri, 03 August 2012 21:03 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Thats the idea behind it. An explosive can only be triggered if it has that tag. Thats exactly what the transformations do, grenade + tripwire = grenade that acts as a tripwire-activatable mine.

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Captain

Re: New feature: tripwire-triggered mines (claymore)[message #308627] Sat, 04 August 2012 09:49 Go to previous messageGo to next message
leyon is currently offline leyon

 
Messages:93
Registered:February 2011
Dude. You need to see this!

http://www.globalsecurity.org/military/systems/munitions/images/pdm.gif

Edit: Also, change the Claymore to have 700 fragments like the real thing and watch the bodies hit the floor Razz

[Updated on: Sat, 04 August 2012 10:20] by Moderator

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Corporal 1st Class
Re: New feature: tripwire-triggered mines (claymore)[message #308630] Sat, 04 August 2012 11:19 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
You realize none of the explosives have as many fragments as 'the real thing' because it would be plain over the top?

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Captain

Re: New feature: tripwire-triggered mines (claymore)[message #308634] Sat, 04 August 2012 12:25 Go to previous messageGo to previous message
leyon is currently offline leyon

 
Messages:93
Registered:February 2011
We could always reduce the damage Razz

I actually just tried a test run with 10 mercs standing in a pyramid shape from a Claymore, reduced the fragments to 10 dmg each from 22 dmg, and upped the fragments 10x from 70 to 700. It murders the first 3 mercs, damages maybe two at the edges. A repeat with no movement and it kills another 2-3 mercs.

It's good fun though.

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