Arma 3
31 ratings
Taro Tripwire
   
Award
Favorite
Favorited
Unfavorite
Data Type: Mod
Mod Type: Equipment
File Size
Posted
Updated
21.097 MB
11 Sep, 2023 @ 12:21pm
4 Jul @ 7:36am
8 Change Notes ( view )

Subscribe to download
Taro Tripwire

Description
I would like to present my tripwire mod. Using ACE interact and ACE explosives I was able to create tripwires that lets you attach any grenade, from your inventory, to it. It can use any modded grenade. It also displays the attached grenade model as well.
In addition to the tripwire "mines" I have also included a misc item that is a Tripwire Spool, that lets you cut an infinite number of tripwire from it, just in case you plan to do some extra shenanigans. You use a CBA inventory interaction on the Tripwire Spool, double clicking on the item and then double clicking on the action.

Tripwires can now be placed in the editor, they are in the weapons > explosives category. I also added a new function that lets mission maker to add grenades to editor placed tripwires, use this code inethe tripwire's init field:
[this, "HandGrenade"] call taro_tripwire_fnc_addGrenade
The first is the reference to the tripwire object, the sencond is the magazine classname of the grenade you want to attach to the tripwire

- The actual Tripwire "mines' are in "Magazines" section of the arsenal.
- Tripwire Spool in in the "Misc" section of the arsenal.


Known Issues:
- The Tripwrie mines are in the Magazines section of the Arsenal, NOT explosives, can't get them to show up in the explosives tab for some reason
- Some scripted grenades do not work properly, like flashbangs, also from RHS the RGO and RGN grenades do not work as they use RHS custom setup
- Due to how arma 3 handles grenades, attaching the grenade to a tripwire will now switch you to that grenade. It's a workaround for an issue where you was unable to actually select the grenade at all.




BI Forum topic: https://forums.bohemia.net/forums/topic/243608-taro-tripwire/

Changelog:

V6 - current version
- found and fixed duplication bug and other assoted bugs, hopefully it will work properly now

V5
- big fixes to the ammo removal part so it actually works propely now (I hope)
- fixed duplication glitch on difusal
- added 1.5m version of the tripwire
- added tripwires as placable mines in the editor
- added a new function that lets mission maker to add grenades to editor placed tripwires, use this code inethe tripwire's init field:
[this, "HandGrenade"] call taro_tripwire_fnc_addGrenade
The first is the reference to the tripwire object, the sencond is the magazine classname of the grenade you want to attach to the tripwire

V4
- Fixed grenade defusing giving back multipe extra grenades

V3
- Fixed defusing. Defusing tripwire should now return the grenade, it should even keep the correct projectile count in the magazine. Shoutout to silent1 for letting me know about the CBA event handler
- Fixed projectile count. Now the number of spawned grenades should be correctly carried over from non-full grenade magazines used to arm the tripwire. ie. using a magazine with 2 remaining V40 grenades from SOG will now spawn 2 grenades on trip and return a magazine with 2 remaining grenades

V2
- fixed grenades being removed from a selection, a kind of hack of a workaround but it works better now (shoutout to the selecable grenade wheel mod)
- fixed 2m tripwire not giving the tripwire back and throwing error
- fixed attached grenades not pointing the same direction as the tripwire

V1 - initial release
25 Comments
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.