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 #308647]
|
Sat, 04 August 2012 20:01
|
|
Flugente |
|
Messages:3509
Registered:April 2009 Location: Germany |
|
|
The detonation occurs from height 1, which is about the height of a prone merc (its the same for all explosions). The vertical degree determines the angle in which fragments are fired - if its 90, fragements can fly 45 degree up and down. This means, for example, that a soldier standing right next to a claymore will not get any headshots from any fragments, as they hit his legs and chests, but a few tiles further he will.
Note that if you do not set the -tag in Items.xml, whatever horizontal or vertical degrees you set in Explosives.xml will not be used, the fragments will fly everywhere.
The direction the fragments fly is the direction your merc had when planting the explosive.
For an explosive to bounce into the air one would have to simply increase the height of the explosion, can easyily be done.
Report message to a moderator
|
|
|
|
|
|
|
Re: New feature: tripwire-triggered mines (claymore)[message #309161]
|
Thu, 16 August 2012 16:05
|
|
Istrebitel |
|
Messages:212
Registered:December 2009 Location: Russia, Saint-Petersburg |
|
|
Great idea, and great implementation. I'm loving the ability to disarm bombs remotely, and prime them without planting, but still, the traps are too weak (except the claymore of course, but it only works when enemy is coming from specified heading). Really, detonating a grenade somewhere near a well armored enemy (which they are if you need to use traps to handle them) isnt doing much damage. It is still easier to plant a remote controlled explosive and blow it up - more damage, more range, less hassle... Maybe some more powerful explosives are in order for the tripwire based activation?
Btw, how do i disarm the wire or the grenade i planted?
[Updated on: Thu, 16 August 2012 16:05] by Moderator Report message to a moderator
|
Sergeant 1st Class
|
|
|
|
Re: New feature: tripwire-triggered mines (claymore)[message #309762]
|
Sun, 02 September 2012 22:47
|
|
Flugente |
|
Messages:3509
Registered:April 2009 Location: Germany |
|
|
Update: As of r5546, the internal flags for tripwire networks have been completely reworked. You shouldn't notice any difference though. The rework will allow us much more networks, and much more hierarchy levels, so it would be possible to have 8 different trap networks, with 8 hierarchy levels etc.. Not possible at the moment, because I hate reworking the appropriate dialogue boxes
However, when switching to this revision, the currently planted tripwires will behave weird, as their network numbers will be mixed. This is expected, I'm just saying this to warn you.
Till now, defusing planted tripwire was rather uneasy. This was due to the fact that the 'trap detected' dialogue isn't called when standing next to a planted piece of wire (otherwise it would be almost impossible to make trap networks). A blue flag was required.
Not anymore! You can now defuse existing tripwire way easier:
Equip a wirecutter in your first hand. Then click on the tile where the wire is while in crouched position. A dialogue for defusing the wire will appear.
As the wirecutter also gives a significant bonus on defusing, I'd strongly advise having one ready on your sappers.
[Updated on: Sun, 02 September 2012 22:54] by Moderator Report message to a moderator
|
|
|
|
|
|
|
|
Re: New feature: tripwire-triggered mines (claymore)[message #310170]
|
Sat, 15 September 2012 04:39
|
|
Flugente |
|
Messages:3509
Registered:April 2009 Location: Germany |
|
|
Update: As of r5565 and GameDir r1538, we can now place tripwire networks and directional explosives in the map editor. MapAction/ActionItems.ml contains loads of new action items that allow this.
Simply select the type of action item, and then place it, the name should make it pretty obvious as to what it does.
I am sure that certain mappers will finally be able to make the maps a bit harder, since this allows them to build the same network stuff the player can. Note that these wires will not be shown in the trap display views, as it is not the player that planted them.
I fixed the Action Items for this. Turns out, they were always broken. Since this game was released. However, this never came out, as a very nasty error only occurs if you use item numbers > 255, which apparently noone ever did.
For an explanation, I'll quote myself here from ItemTypes.cpp 1163 and 1375:
Quote:
// Flugente fix: there is a severe problem with Action items. The problem is that in the above switch statement, we use the default stuff for action items.
// If the action item is a bomb etc. (bActionValue = 3), we want to set the bomb item. But due to EXTREME RETARDEDNESS, the ugYucky-struct differs on variable positions.
// To be precise (see in ItemTypes.h: union OLD_OBJECTTYPE_101_UNION for reference), its
//
// ...
// INT8 bGunStatus; // status % of gun
// UINT8 ubGunAmmoType; // ammo type, as per weapons.h
// UINT8 ubGunShotsLeft; // duh, amount of ammo left
// UINT16 usGunAmmoItem; // the item # for the item table
// ...
//
// in the first struct, that is used for the default stuff, but
//
// ...
// INT8 bBombStatus; // % status
// INT8 bDetonatorType; // timed, remote, or pressure-activated
// UINT16 usBombItem; // the usItem of the bomb.
// union
// {
// ...
//
// in the struct that stores the bomb item.
// Now, if our action item has a Bombitem > 255, that value is read from UINT16 ubGunShotsLeft in OBJECT_GUN.
// In the OBJECTTYPE::data union, OBJECT_GUN and OBJECT_BOMBS_AND_OTHER both have the UINT16 that stores the usBombItem or ubGunShotsLeft at the same position. So until here it is ok...
// However, this value now gets written into ugYucky.ubGunShotsLeft - which is an UINT8 instead of UINT16. This means that any item number > 255 is cut down.
// This error seems to have always been here (13 years). It just never occured until now.
// An easy fix would be to just switch the positions of UINT8ubGunShotsLeft and UINT16 usGunAmmoItem. However we cannot do that, as that will affect every object read ever anywhere.
//
// For this reason, I now present you this filthy, ugly hack, specifically for action items handle bombs:
And so on. The thing is, if the person that designed a certain union had thought about it for a minute longer, and then simply simply switched the ordering of 2 godamn variables, the error (any item referenced in an action item is cut if above 255) would never have occured. Switching that now is unadvisable, as this thing is used basically everywhere in the code, and could break who-knows-what.
:digit: :maskedsniper: :compcuppa: :rifle:
So yeah, if anybody decides to go back in time 13 years and slap some developers, you have my gratitude.
[Updated on: Sat, 15 September 2012 04:41] by Moderator Report message to a moderator
|
|
|
|
Re: New feature: tripwire-triggered mines (claymore)[message #311628]
|
Tue, 30 October 2012 00:06
|
|
Flugente |
|
Messages:3509
Registered:April 2009 Location: Germany |
|
|
Update: As of r5656, we now have the following:
- new item flag NO_METAL_DETECTION (131072) makes mines and bombs undetectable via metal detector. Also works on action item bombs and mines. Sparing usage is advised.
- new item flag JUMP_GRENADE (262144) increases the explosion heigth of explosives, can be used to simulate bouncing grenades or jumping mines.
That covers the beforementioned airburst grenades, I think. :sign:
[Updated on: Tue, 30 October 2012 00:50] by Moderator Report message to a moderator
|
|
|
|
|
|
|
|
|
|
Re: New feature: tripwire-triggered mines (claymore)[message #312569]
|
Wed, 28 November 2012 00:49
|
|
krux |
|
Messages:62
Registered:June 2011 |
|
|
Edited post so it's less confusing:
Ok, this is somewhat weird.. In the sector where I tested the XML tweaks the feature just doesn't work (claymores too). In all other sectors fragments works fine (claymores and modded grenades), but never in this one sector. I tested it in about 5 other sectors close by, and in a new game. Same problem. I use DepressivesBrot's 5693 SCI with AR maps pasted into the DATA folder, and the sector in question is D13.
[Updated on: Thu, 29 November 2012 13:23] by Moderator Report message to a moderator
|
Corporal
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Re: New feature: tripwire-triggered mines (claymore)[message #328501]
|
Sun, 24 November 2013 18:15
|
|
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 Report message to a moderator
|
Corporal
|
|
|
|
Re: New feature: tripwire-triggered mines (claymore)[message #328504]
|
Sun, 24 November 2013 18:29
|
|
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 Report message to a moderator
|
Corporal
|
|
|
Re: New feature: Tripwire-triggered mines, directional mines (claymores), mines display, layered hierarc[message #328505]
|
Sun, 24 November 2013 18:38
|
|
Deleted. |
|
Messages:2663
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 Report message to a moderator
|
|
|
|
Re: New feature: Tripwire-triggered mines, directional mines (claymores), mines display, layered hierarc[message #328508]
|
Sun, 24 November 2013 18:53
|
|
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.
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 Report message to a moderator
|
Corporal
|
|
|
|
|
Goto Forum:
Current Time: Fri May 03 02:20:54 GMT+3 2024
Total time taken to generate the page: 0.03267 seconds
|