Arma 3
Taro Tripwire
37 Comments
zdo 23 Dec, 2024 @ 1:53pm 
> When I attach a grenade to a tripwire spool and then run through the tripwire I hear an explosion noise

I faced the same issue, but then it stopped after I was playing around modset.
I guess it is related to JSRS. Disabling JSRS fixes this issue.
Taro  [author] 15 Oct, 2024 @ 3:41pm 
Odd, the sound issue might be cuased by some mod or something. I just get the sound of tripwire being pulled and then a grenade gets spawned in it does it's own thing. The moment the tripwire is tripped, it gets deleted completely and grenade it's spawned in.
Munger 15 Oct, 2024 @ 11:16am 
Good news - the problem is fixed with the latest version of CBA. :-)

Just one other thing I noticed though; when I attach a grenade to a tripwire spool and then run through the tripwire I hear an explosion noise when I touch the tripwire and then the same explosion noise when the grenade detonates a few seconds later. Is this intentional? It doesn't stop the mod from working but just seems odd that tripping the wire makes this noise.
Munger 14 Oct, 2024 @ 11:12am 
Great, thanks for investigating that Taro. Hopefully CBA will release an update soon.
Taro  [author] 13 Oct, 2024 @ 10:55pm 
Regarding the recent issue: its the latest CBA update that broke the inventory interacctions. I reverted back to previous stable CBA version (you can download it from CBA github page) and the bug was gone.
Taro  [author] 13 Oct, 2024 @ 9:00am 
It seems after last update the CBA interaction system is broken. No idea how to fix it. Hopefully CBA will fix their ineraction system.
Munger 12 Oct, 2024 @ 4:40pm 
Hi Taro. I am having an issue using this mod. I have the tripwire spool in my inventory but when I double click on it and then click on any of the wire length options nothing happens. I do not see anything added to my inventory like it does in your demo video. I do have CBA installed as required.

Am I making a newbie error?
AridArtifact 4 Sep, 2024 @ 4:28pm 
hey thanks man i appreciate it!
Taro  [author] 4 Sep, 2024 @ 10:26am 
The classname is "taro_tripwire_spool`", so you just use addItem command.

player addItem "taro_tripwire_spool"
AridArtifact 3 Sep, 2024 @ 5:48pm 
is there a command i can use to spawn the tripwire spool? im playing an antistasi campaign and want to use this! Thanks in advance!
:steamthumbsup:
Taro  [author] 3 Sep, 2024 @ 2:43pm 
Nah, it's hard to spot as it is.
Foran 2 Sep, 2024 @ 11:35pm 
The wire line is too thick !!! make it thin as fishing line, ok?
Polka 28 Sep, 2023 @ 2:42pm 
love the idea!
silent1 20 Sep, 2023 @ 3:24pm 
Yess. Good job.
Taro  [author] 18 Sep, 2023 @ 9:54pm 
> for some reason the 9 bang flash grenade doesn't go off.

In the known issues. Some scripted grenades do not work properly.
Kepe Kon Kimmerman 18 Sep, 2023 @ 6:12am 
for some reason the 9 bang flash grenade doesn't go off.
Taro  [author] 18 Sep, 2023 @ 12:59am 
I managed to fix the issues with grenade count and defusing not returing grenades. SHoutout to silent1 for letting me know about the CBA event handler.
-mj- 17 Sep, 2023 @ 10:26pm 
Hello, don't listen to the comments of the grumpy people, very ingenious and very good idea that this mod. Thank you so much.
silent1 17 Sep, 2023 @ 11:08am 
@Taro
The wiki is deceptive way incomplete... there is a lot of stuff to be learned from looking at the code...
There seems to be an event when defusing is done. This gets run as the last line in fnc_defuseExplosive.sqf:

[QGVAR(defuse), [_explosive, _unit]] call CBA_fnc_globalEvent;

The event should be "ACE_explosives_defuse" when used from the outside.
Taro  [author] 17 Sep, 2023 @ 9:00am 
> version no ACE pls ?

Ace is integral to getting this mod working at all.
Predator14 17 Sep, 2023 @ 6:12am 
version no ACE pls ?
Taro  [author] 16 Sep, 2023 @ 2:02am 
> I just found that RGO and RGN of RHS are not functional after attached.Is there any way to fix it?
Investigated that and indeed, the RGN and RGO use a funky setup, they use submunition, but RHS based setup, not a vanilla one.
Taro  [author] 15 Sep, 2023 @ 4:05pm 
Problem is that I could not find a way to determine if the tripwire was diffused and and.some.kind of event handler for that. I would have to adit and add that to the ace and that is not something I want to do.
silent1 15 Sep, 2023 @ 2:23pm 
(thanks for the fix btw. Not tested yet but good job ;o)
silent1 15 Sep, 2023 @ 2:22pm 
Hum. Have not looked at your mod's internals... but maybe add a variable associated with the tripwire object that is set to the classname of the attached grenade when activated (like "this setVariable ["nade_type", _attachedNade, true]... and then addItem that "nade_type" on dissassembly to give back a grenade of the same type back to the player?
Taro  [author] 15 Sep, 2023 @ 6:46am 
> Would grenade recovery be possible?
Sadly not. I tried my best, but I would have to edit ACE explosives addon and that is not something I'm not willing to do. It's not that big of a deal though.

> Is this dependent on any DLCs? Just curious due to the screenshots.
Only ACE and CBA are required, no other DLCs.

>I just found that RGO and RGN of RHS are not functional after attached.Is there any way to fix it?
My guess is that there is some scripting or odd setups done with them. RHS likes to do stuff their own way. I do not use RHS, so I cannot help with that.
eNoble-US 14 Sep, 2023 @ 7:57pm 
Is this dependent on any DLCs? Just curious due to the screenshots.
UEemperor 14 Sep, 2023 @ 11:46am 
Would grenade recovery be possible?

But this is a goddamn amazing mod. Ive been looking for something like this for ages!
铁血地球 14 Sep, 2023 @ 4:09am 
I just found that RGO and RGN of RHS are not functional after attached.Is there any way to fix it?
Taro  [author] 12 Sep, 2023 @ 11:18pm 
I created a workaround for the issue with grenades not being able to be selected. It's a bit hamfisted, but it is functional.
Taro  [author] 12 Sep, 2023 @ 2:27pm 
Yeah, I have noticed that the attached grenade gets lost from the thrown menu. Not much I can do that as it seems to be something more about the way Arma handles grenade magazines. They are still there though.
silent1 12 Sep, 2023 @ 12:41pm 
Ouh detail: it seems to break it only the first time. If I use "select frag grenade" to reactivate the function then setup another tripwire and attach a grendade: I can still throw.
silent1 12 Sep, 2023 @ 12:38pm 
Very nice!

One issue. After attaching a grenade to a tripwire the "prepare/change throwable" keybind from Ace seems to be broken. It works fine right before, but after it pops a red icon and quickly goes back to the gun. If I use "select frag grenade" or "select non-frag grenade" keybind then everything goes back to normal and I can throw.
=_X_=™© 12 Sep, 2023 @ 7:37am 
Good work !
1-506Ranger 11 Sep, 2023 @ 8:01pm 
Nice one Taro
nanner 11 Sep, 2023 @ 5:34pm 
niice
Longshot133 11 Sep, 2023 @ 3:27pm 
Thats really cool!!