Arma 3
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Taro Tripwire
   
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Data Type: Mod
Mod Type: Equipment
Tamanho:
Publicado em:
Atualizado em:
21.097 MB
11 set. 2023 às 12:21
4 de jul. às 7:36
8 notas de alterações ( ver )

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Taro Tripwire

Descrição
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
36 comentários
Taro  [autor] 15 de out. às 15:41 
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 de out. às 11:16 
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 de out. às 11:12 
Great, thanks for investigating that Taro. Hopefully CBA will release an update soon.
Taro  [autor] 13 de out. às 22:55 
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  [autor] 13 de out. às 9:00 
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 de out. às 16:40 
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 de set. às 16:28 
hey thanks man i appreciate it!
Taro  [autor] 4 de set. às 10:26 
The classname is "taro_tripwire_spool`", so you just use addItem command.

player addItem "taro_tripwire_spool"
AridArtifact 3 de set. às 17:48 
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  [autor] 3 de set. às 14:43 
Nah, it's hard to spot as it is.