Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: Tripwire-triggered mines, directional mines (claymores), mines display, layered hierarc
Re: New feature: tripwire-triggered mines (claymore)[message #325985] Mon, 30 September 2013 20:04 Go to previous messageGo to next message
Flugente

 
Messages:3476
Registered:April 2009
Location: Germany
In this case, the tag tells the tripwire roll what item tripwire is (we create that item upon planting), as hardcoding items is very very bad. This has to be the item number of the first tripwire item in your data, otherwise odd stuff will occur.

For the moment, this is the only use of that tag. More will be announced when more uses are added to the trunk.


Re: New feature: tripwire-triggered mines (claymore)[message #325986] Mon, 30 September 2013 20:18 Go to previous messageGo to next message
sevenfm

 
Messages:1993
Registered:December 2012
Location: Russian Federation
Flugente
Thank you, i thought it can be used for creating some new cool items like mine rolls or packs of items and such Smile


Re: New feature: tripwire-triggered mines (claymore)[message #325988] Mon, 30 September 2013 20:20 Go to previous messageGo to next message
Flugente

 
Messages:3476
Registered:April 2009
Location: Germany
If you change it to an explosive, it will. So you would be able to plant 100 mines with that.


Re: New feature: tripwire-triggered mines (claymore)[message #325990] Mon, 30 September 2013 20:34 Go to previous messageGo to next message
silversurfer

 
Messages:2602
Registered:May 2009
The new merges for item 1640 crash the XML Editor. Any idea why? Is it related to this new tag?

Re: New feature: tripwire-triggered mines (claymore)[message #325993] Mon, 30 September 2013 20:59 Go to previous messageGo to next message
Flugente

 
Messages:3476
Registered:April 2009
Location: Germany
As I don't use the editor, no idea. Could be the new mergetype I introduced (TRIPWIRE_ROLL = 12), which causes the item we add to another item to simply add 1% status.


Re: New feature: tripwire-triggered mines (claymore)[message #328501] Sun, 24 November 2013 18:15 Go to previous messageGo to next message
vulgarmonkey

 
Messages:51
Registered:May 2011
Hi, I have a question related to tripwire use.

I am currently trying to set up a perimeter around drassen, hoping to add security by placing a few claymores to fill in a couple of gaps between houses near my position.

Thing is, I cant control my sapper flagging them or the tripwire. Sometimes he plants the device as intended, other times he plonks a little blue thing in there. Now, I understand that it is a feature that he does this automatically if he has a metal detector to hand, but he does not.

Is it possible for me to leave networks unmarked? I know it'll probably annoy the United Nations, but I'm more concerned with the enemy circumventing my traps.



edit:
Hmm, actually I think I know why it is doing this. It only happens when I try to place them on the square below a pre-existing one, so I think it might be continual misclicking on my part?

Is the bomb cursor slightly offset from the regular one, or something to that effect?

[Updated on: Sun, 24 November 2013 18:22] by Moderator

Re: New feature: tripwire-triggered mines (claymore)[message #328503] Sun, 24 November 2013 18:24 Go to previous messageGo to next message
Flugente

 
Messages:3476
Registered:April 2009
Location: Germany
Hmm. Is AUTOMATICALLY_FLAG_MINES_WHEN_SPOTTED set to FALSE? Other than that, coders changed a lot of stuff regarding placing mines recently, I am not up-to-date wether anything broke.


Re: New feature: tripwire-triggered mines (claymore)[message #328504] Sun, 24 November 2013 18:29 Go to previous messageGo to next message
vulgarmonkey

 
Messages:51
Registered:May 2011
Ah, yes, that's exactly what it was.
Sorry, I should have spotted that myself really, and I'm a little annoyed I didnt. I've spent hours (really) pouring over that file getting everything how I want it, but I guess the downside to full customisation is occasional info overload.

Still, absolutely a fair trade-off, imo.

And the good news is that it means nothing is broke.

Thanks again!

[Updated on: Sun, 24 November 2013 18:30] by Moderator

Re: New feature: Tripwire-triggered mines, directional mines (claymores), mines display, layered hierarc[message #328505] Sun, 24 November 2013 18:38 Go to previous messageGo to next message
sevenfm

 
Messages:1993
Registered:December 2012
Location: Russian Federation
vulgarmonkey

What exe version do you have?
Mine detection and blueflag placing was changed in recent revisions (starting from 6582).
If you play with r6641 (latest available from official exe releases ), then it works in the following way:
Your merc will put blueflag on your merc's mine only if you order him to step directly on that tile. If he just walks near his own minefield, then no flags will be put on mines.

Removing blue flags is not possible now, i am going to fix it soon.
Also, if you will use new r6647, please test "auto-taking of mines from inventory" and "remember last tripwire settings" features, it should be more convenient to make big tripwire networks.

EDIT: do you use ALT+SHIFT+V for viewing your minefields?

[Updated on: Sun, 24 November 2013 18:40] by Moderator



Re: New feature: Tripwire-triggered mines, directional mines (claymores), mines display, layered hierarc[message #328508] Sun, 24 November 2013 18:53 Go to previous messageGo to next message
vulgarmonkey

 
Messages:51
Registered:May 2011
v6615 I think.
Wow, the updates really come that thick and fast?

I am using alt-shift-V, yes.

How do the auto-inventory options work then? Sorry if this is elsewhere, I dont recall hearing about this before (not that I had thought to look).

Might be worth me grabbing that version, although tbh I'm not finding manual placement to be very tedious, I was just a little confused. Still, nice to have the option. Smile


Edit:
Ah, 'code snippets', I see it.
Ok, yeah that sounds useful, and it sounds like I'm in the perfect position to test it out if that'll help, although I'm not sure of the best way to check the hierarchies are auto-replicating.

Is this the kind of update that just replaces the exe and config file, and maintains save compatibility? I've changed a few things in my config so are there specific lines I should copy across?

(I may not be the best bug-tester, if these questions are anything to go by. You guys know your product better than I.)

edit:
Although one quirk I have noticed is that it seems grenade traps cannot be made by merging tripwire -rolls- with them, at least not that I can see. :s

[Updated on: Sun, 24 November 2013 19:13] by Moderator

Re: New feature: Tripwire-triggered mines, directional mines (claymores), mines display, layered hierarc[message #328511] Sun, 24 November 2013 19:35 Go to previous messageGo to next message
sevenfm

 
Messages:1993
Registered:December 2012
Location: Russian Federation
vulgarmonkey
New exe most likely will need new gamedir.
You can take latest SCI 6441/1878, add new exe r6647 , add option "IMPROVED_BOMB_PLANTING = TRUE" to tactical section in ja2_options.ini.
I think if you will decide to do this, the best is to make install in separate directory and copy savegame, so you will not break your game by accident.
As for mines-related stuff and possible bugs with recent exe revisions, i think it will be better to discuss them in "code snippets" thread.


Re: New feature: Tripwire-triggered mines, directional mines (claymores), mines display, layered hierarc[message #328512] Sun, 24 November 2013 20:40 Go to previous messageGo to next message
Flugente

 
Messages:3476
Registered:April 2009
Location: Germany
Sevenfm's IMPROVED_BOMB_PLANTING seems very good. As the tripwire roll is just a convenience item that wanted to do the same thing (speed up planting tripwire), I'll very likely remove them again - especially as one can now spare the 'select wire hierarchy every time' annoyance.


Re: New feature: Tripwire-triggered mines, directional mines (claymores), mines display, layered hierarc[message #328513] Sun, 24 November 2013 20:59 Go to previous messageGo to next message
sevenfm

 
Messages:1993
Registered:December 2012
Location: Russian Federation
Currently auto-taking tripwire items is disabled, because we have that tripwire rolls Smile
Though this can be changed easily.
Personally i like tripwire rolls. As for making tripwire grenades, i think it's possible to make USE-merge (USE_ITEM, 6) with grenade and tripwire roll, that will solve problem (though i'm not sure if item status is decreased when you use one item on another).

As for tripwire networks, i am planning to make another small improvement to tripwire thing.
As remaking each time the whole tripwire network can be tedious, it's possible to not remove tripwire items after activation, but instead damage them (for example, for 5 points), and reveal tripwire only if it's status drops below 20 points.
It can save some time for players fighting with repeated attacks, still mines and guns connected to tripwire must be replanted every time, and it will not be "endless" tripwire-thing.
This idea looks good for me (especially if one day bigmaps become fully playable), but i'm not sure if it's ok to change original concept that way.


Re: New feature: Tripwire-triggered mines, directional mines (claymores), mines display, layered hierarc[message #328519] Sun, 24 November 2013 23:01 Go to previous messageGo to next message
Flugente

 
Messages:3476
Registered:April 2009
Location: Germany
If the wire does net get removed, but damaged upon each activation, you will have
  • a lot of activations, as people run over it and thus activate it
  • after that, a lot of damaged wire


Re: New feature: tripwire-triggered mines (claymore)[message #330085] Mon, 27 January 2014 16:32 Go to previous messageGo to next message
hsuknowledge

Messages:2
Registered:January 2014
Location: ROC
I found a bug. Game revision is 6838/1923. Items that have 1 in the xml accept guns (any guns, that belong to ItemClass 2 I believe) as attachment. Whatever item I give this flag will turn into accepting guns. Even the guns themselves will.

Having looked through the attachment related xml's, I have no clue what triggers this behavior. Tripwire items (1524 and its copies 1591 through 1605) don't seem to accept any weapon except that they can merge with various grenades. The most puzzling part is, as long as I add that flag to an item, I don't need to modify any attachment xml's and I still get the item to accept guns.

Also, whenever I try to attach guns, skill check happens. If the merc's mechanical skill isn't high enough, he fails. So it seems that the skill check type is either 13 or 14. Hope this information helps sorting out this issue.


EDIT--Another issue:

The duplicate tripwire items won't stack as their uiIndex values are different, and other than item 1524, none of them can be used to make tripwire grenades or tripwire roll.

Modders may place the wrong ones(1591-1605) in containers, where they don't belong (they are meant for action items), or they may design a trap composed of different nets and different levels of tripwire, in which case after the network is revealed, players can collect different types of tripwire, which all look the same.

So I propose the simplest solution would be to add item transformation for items 1591-1605 to let them transform back to 1524.

[Updated on: Mon, 27 January 2014 17:33] by Moderator

Re: New feature: tripwire-triggered mines (claymore)[message #330094] Mon, 27 January 2014 21:12 Go to previous messageGo to next message
Flugente

 
Messages:3476
Registered:April 2009
Location: Germany
It's not a bug, it's a feature :rulez:

As adding a metric ton of attachment tags (one per gun) is tedious, we hardcoded tripwire to accept all guns as possible attachments.

There are 16 versions of the tripwire. The first, #1524, is meant for usual gaming purposes. The other ones are for the map editor only, as the comment
suggests. They are not to be used in BR, mercenary inventories, random loot or otherwise. Normally, they should also transform into #1524 after activation. I do admit, however, that transformation would be useful. Might do that today.

Edit: Done in GameDir r1924.


Re: New feature: tripwire-triggered mines (claymore)[message #330118] Tue, 28 January 2014 14:47 Go to previous messageGo to next message
hsuknowledge

Messages:2
Registered:January 2014
Location: ROC
Didn't read that thread, now I see. Thanks Flugente.
If I gather enough low coolness guns and tripwire in Drassen, wonder how I can make use of them...
And, regarding the particular item flag, you know I wouldn't exploit that feature to transform a SPAS shotgun into an underbarrel weapon for an MP5K, no I promise. Very Happy

EDIT: Maybe some code to double-check if an item having the flag is also an explosive (i.e. whose ItemClass is 512)?
Sorry I don't code, I don't know how the code works. This is just an idea on how to prevent the exploit.

[Updated on: Tue, 28 January 2014 15:17] by Moderator

Re: New feature: tripwire-triggered mines (claymore)[message #330134] Tue, 28 January 2014 21:03 Go to previous messageGo to next message
Flugente

 
Messages:3476
Registered:April 2009
Location: Germany
That 'exploit' isn't necessary, as we already have underbarrel weapons implemented.


Re: New feature: tripwire-triggered mines (claymore)[message #339191 is a reply to message #330134] Sat, 31 January 2015 17:13 Go to previous messageGo to next message
Ravenhugger

 
Messages:22
Registered:March 2012
Location: great dark forests of Eur...
How is the detection of tripwire by AI calculated? Just like any mine? I'm having trouble creating networks the enemy wont detect. What would be a good enough merc to fool the average redshirt? Is experience level crucial or is demolitions trait and explosives value more important? (This is also an exploit; you can create mazes or simply stop-lines the enemy won't cross for just the few bucks the tripwire costs)

[Updated on: Sat, 31 January 2015 17:14]

Re: New feature: tripwire-triggered mines (claymore)[message #356794 is a reply to message #339191] Fri, 22 February 2019 20:19 Go to previous messageGo to next message
sevenfm

 
Messages:1993
Registered:December 2012
Location: Russian Federation
Is it possible to plant claymore diagonally? In my tests, if you order merc to plant claymore on diagonal tile, he moves in strait direction instead and plants claymore in the direction he is looking instead of wanted diagonal direction. From the items.xml it looks like diagonal claymore should be possible as there are items to place them in editor in directions like north-east etc.



7609+fix | 7609+AI (r1340) | Unofficial modpack | Win8+ fix | Experimental project | Youtube

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Re: New feature: tripwire-triggered mines (claymore)[message #356796 is a reply to message #356794] Fri, 22 February 2019 23:10 Go to previous message
Flugente

 
Messages:3476
Registered:April 2009
Location: Germany
Hu. That was indeed not properly due to an overzealous check. Fixed in r8670.



I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


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