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To fix that I would suggest hijacking the "Ibr_fn_make_stretch" in the pbo's MakeGrenadeStretch_function.sqf, look for the "setTriggerStatements" command in it, and add a condition check to exclude the ACE explosive handler object like below:
"if !(_victim iskindof 'ACE_DefuseObject') then {detonation code}"
Not sure if I missed out anything else, since I no longer recall details of the original script, but above should suffice
Is there possibility to use your mine_AP_tripwire_grenade.p3d in my own project?
I'm sorry, but I've never used ACE or opened their codes. I'm unlikely to be able to change anything in this, but if there is someone who is able to adapt my mods to ACE, I'm not against it.
thing is if I open ACE interaction (not pointing at the mine, and not self-interaction) within 5m or so of the tripwire, the mine goes off (it should be the "APERSTrip_Wire_Grenade_Ammo" going off, not the trigger, because I survived the blast).
Therefore the tripwire grenade is almost incompatible with ACE...do you mind to take a look?
Bo_Nidle,
I would like to get more information about this problem, because it was definitely not provided by me and I have never encountered it. What should I do to repeat this bug on my computer and then understand why this is happening?
I have found that I can essentially set unlimited traps even if I do not possess the relevant grenades. i.e. I have a couple RGO's in my possession but I can set HE grenades I do not possess to my hearts content. Fun but not very realistic.
Secondly, can it also be made to activate smoke grenades? Useful in pinpointing enemy movements.
Thirdly, Can it be used to set off flares? Really useful for night ambush ops.
I have no idea how you could do any of this but then I have no idea as to how to make a mod and as a result I have the utmost admiration for those that do.
Just some thoughts on what is a great mod.
Thank you for your work.
Чтобы отменить триггер, гарантирующий срабатывание, нужно пройти в Настройки >> Настройки Дополнений и отключить триггер.
Также есть возможность отключить любые условия по навыкам и инвентарю юнитов.
Removed the deactivated vanilla stretch model that appeared after deactivation.
The mod has been updated. The stretch now has its own model with a used grenade.
Added the ability to customize the types of grenades
Added settings in Add-ons Settings
Теперь мод работает не только для игрока, но и для ИИ юнитов его группы
Update:
Now the mod works not only for the player, but also for the AI units of his group
Thanks dude. Is it possible to do it with ACE as well? As in instead of the vanilla scroll menu, you could make this with ACE explosives/self interaction menu?
Either way, fuckin awesome!
Yes, now everything works and there is some improvement.
Now, after deactivation, the player will not see the tripwire mine, but the grenade that was used.
Работает ли с дымовыми и зажигательными гранатами, у которых есть чека?