New feature: Bombs can now be armed in the inventory, and dropped/thrown afterwards[message #305534]
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Sat, 02 June 2012 22:30
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Flugente |
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Messages:3509
Registered:April 2009 Location: Germany |
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<font size=""> Bombs can now be armed in the inventory, and dropped/thrown afterwards </font>
I made some code changes that now allow us to arm explosives while they are still in our inventory. This allows us to do a few new things:
- We can arm a timebomb, and then throw it away. The bomb will then blow up later, just as it should. Think of them as really really big grenades with a long fuse.
- We can arm a timebomb, and not throw it away. Naturally, once the timer hits zero, we will blow up. Yes, you can build suicide mercs with this.
- This also works with remote detonators/defuses. So you can rig your mercs with bombs and blow them up once they are dead. Nothing says 'motivation at work' like a pack of TNT in your pocket, eh? :taskmaster:
- This works for all inventories. If you would find a way to give an enemy a bomb, you could blow them up this way...
- Bombs can be armed and disarmed just like item transformations are performed. Instead of a transformation, the usual bomb dialogues will show up.
- You can also arm/disarm bombs in the map screen.
- Note that if you fail at arming/disarming in the mapscreen, or compress time in mapscreen while an timebomb is in your inventory, a 'inventory explosion' will occur. All your items will be severely damaged, and you will take a lot of health damage. So yes, arming a bomb in your hands and not getting rid of it is still a bad idea...
- A small indicator on the bomb indicates what settings you used for the bomb. By this you can actually see which of your bombs is armed and which isn't. In case your one of those people who run around with multiple bombs in their pockets and forget if they've activated them. :headbanger: See picture number 5 for that.
Some demonstration pics:
Red arms TNT from his inventory equipped with a remote detonator and remote defuse, and selects frequencies...
...throws it a few tiles away...
... and barry ignites it remotely.
Or Barry decides he didn't really like red, so he sends the command before Red can throw :pitchfork:
A armed stack of TNT. Notice the numbers. The first one indicates the detonate frequency or the time left till the explosion occurs, the second number indicates the remote defuse freqency. Yellow indicates that a remote detonator has been attached, red is for a timed bomb.
The same applies to timed bombs, but the principle should be clear.
I just sent this to RoWa, expect to find this soon in everybody's favourite trunk.
Edit: As of r5492, this also works for grenades. Practical when used with smoke grenades, dubious with frags.
[Updated on: Sun, 15 May 2016 18:14] Report message to a moderator
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Re: Bombs can now be armed in the inventory, and dropped/thrown afterwards[message #325023]
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Wed, 11 September 2013 13:40
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dzidek1983 |
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Messages:92
Registered:June 2009 |
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hmmmm... nope that didnt work...
you could just said no...
Report message to a moderator
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Corporal 1st Class
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Re: Bombs can now be armed in the inventory, and dropped/thrown afterwards[message #325027]
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Wed, 11 September 2013 14:08
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dzidek1983 |
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Messages:92
Registered:June 2009 |
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ok so lets presume i am searching for an easier solution cos im so familiar with C++ as an eskimo with coconuts
[Updated on: Wed, 11 September 2013 14:09] by Moderator Report message to a moderator
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Corporal 1st Class
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Re: Bombs can now be armed in the inventory, and dropped/thrown afterwards[message #327353]
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Thu, 31 October 2013 04:59
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Bananarepublic |
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Messages:39
Registered:October 2013 |
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I noticed that this feature ignores the item's condition % when arming (the merc refuses to arm an item at low condition, if you use the regular method)
Is it possible to perform this check here as well?
edit - Also, Flug, when arming from inventory there's an AP cost indicator of 50 AP, however no AP is actually deducted.
[Updated on: Mon, 04 November 2013 19:00] by Moderator Report message to a moderator
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Private 1st Class
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