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, directional mines (claymores), mines display, layered hierarc[message #328513] Sun, 24 November 2013 20:59 Go to previous messageGo to next message
Deleted.

 
Messages:2657
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.

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Lieutenant

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:3507
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

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Captain

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

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

 
Messages:3507
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.

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Captain

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

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

 
Messages:3507
Registered:April 2009
Location: Germany
That 'exploit' isn't necessary, as we already have underbarrel weapons implemented.

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Captain

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 is currently offline Ravenhugger

 
Messages:21
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]

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Private 1st Class
Re: New feature: tripwire-triggered mines (claymore)[message #358578 is a reply to message #339191] Sun, 01 December 2019 17:12 Go to previous messageGo to next message
Kitty

 
Messages:466
Registered:October 2017
Location: Germany
A few questions about explosives.xml:

The tags <fExplodeOnImpact> and <ubFragType> are 0 for each entry.

In the documentation at pbworks those tags are not mentioned and without any entry
that could provide an example I'm lost what they might do.

Is <fExplodeOnImpact> even nescessary now, when grenades can be chosen to be delayed or not?

What types of fragmentation for <ubFragType> are available?

And for ExplosionData.xml:

Is there a description available for those tags? pbworks sadly only offers pageNotfound for this xml

<TransKeyFrame>
<DamageKeyFrame>

Also:

All items that reasonable could produce fragmentaion have the tag <directional> in items.xml.
Is this tag nescessary for make fragmentation happen?

[Updated on: Sun, 01 December 2019 17:30]




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Master Sergeant
Re: New feature: tripwire-triggered mines (claymore)[message #358583 is a reply to message #358578] Sun, 01 December 2019 21:05 Go to previous message
Deleted.

 
Messages:2657
Registered:December 2012
Location: Russian Federation
fExplodeOnImpact should always explode immediately, I don't think it can be delayed.
fExplodeOnImpact and delayed mode work differently, so they are both necessary.
ubFragType is the ammo type for fragment, it's the same as ammo type for weapons, see AmmoTypes.xml
DamageKeyFrame means the keyframe which actually deals damage.
TransKeyFrame is a "translucency keyframe", whatever that means. Something with revealing something.
No, you don't need directional tag for fragmentation explosions, but you need directional tag for ubHorizontalDegree and ubVerticalDegree in stock 1.13, even if ubHorizontalDegree = 359.



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