sxp2high 23 Posted September 2, 2013 (edited) Not supported anymore! Edited December 7, 2013 by sxp2high Share this post Link to post Share on other sites
antnxx 1 Posted September 2, 2013 Thank you! Great work! Share this post Link to post Share on other sites
Guest Posted September 2, 2013 Release frontpaged on the Armaholic homepage. BTK Wirecutter [bETA] (addon)Community Base addons A3 =================================================== We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
kremator 1065 Posted September 2, 2013 What a great idea ! Thanks mate! Share this post Link to post Share on other sites
dale0404 5 Posted September 2, 2013 Perfect for "sneaky" stuff! Share this post Link to post Share on other sites
Victim9l3 11 Posted September 2, 2013 Excellent. I hate not being able to go through fences. Explosives kinda ruin the surprise. Thank you Share this post Link to post Share on other sites
barakokula31 10 Posted September 2, 2013 I love the name "Bind, Torture, Kill Wirecutter". Share this post Link to post Share on other sites
KeyCat 131 Posted September 2, 2013 Great stuff for stealth missions! Thanks for making and sharing. /KC Share this post Link to post Share on other sites
sxp2high 23 Posted September 2, 2013 I love the name "Bind, Torture, Kill Wirecutter". That didn't cross my mind. I guess it is a weird name if you associate my tag with "that". Oh well... Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted September 2, 2013 I can really recommend this addon! Fences have no chance anymore. :D Share this post Link to post Share on other sites
Brainbug 10 Posted September 3, 2013 Also, the destroyed fence objects are not spawned anymore because we had some issues with that (floating above the ground and such).A pity, I hope you are able to bring it back (I assume that looks like the picture above the video). Would be so much better for immersion, also it would be less obvious (to human guards) that a fence has been cut if not a whole segment was missing. Share this post Link to post Share on other sites
sxp2high 23 Posted September 3, 2013 (I assume that looks like the picture above the video) You can see that in the video. It's not just a hole in the fence, there is still a big part of the fence that vanishes, but at least the poles were still there. Very unfortunate, but I'm afraid there is not much I can do to improve that - I tried a LOT, but the results were not satisfactory. :( Share this post Link to post Share on other sites
Brainbug 10 Posted September 5, 2013 probably not possible to read out the exact position of the fence segments, I assume. I wonder if it was possible to overwrite the default fence object with one that has something like a damage model, just one that doesn't kick in when it is driven over or blown away, but that can be triggered by your wirecutting. I have no clue about fiddling with models however. Share this post Link to post Share on other sites
Brain 12 Posted September 5, 2013 Is that because BI was too lazy to create the segments as individual models and just used a whole fence as one model, as in A2, A1 and OFP? Share this post Link to post Share on other sites
sxp2high 23 Posted September 6, 2013 Exactly. The fences are plugged together in 5-10m pieces (objects). Share this post Link to post Share on other sites
sxp2high 23 Posted October 3, 2013 Sorry guys, no update for Altis. The new fence types can simply not be detected (engine limitation/no class names/I'm not sure why). nearestObjects/nearObjects cannot even destroy the new fence types. Sucks. Share this post Link to post Share on other sites
runekn 3 Posted October 3, 2013 Sorry guys, no update for Altis. The new fence types can simply not be detected (engine limitation/no class names/I'm not sure why).nearestObjects/nearObjects cannot even destroy the new fence types. Sucks. Man, that sucks. Put it up in feedback tracker. I would really like this to work. Share this post Link to post Share on other sites
barakokula31 10 Posted October 3, 2013 Put it up in feedback tracker. The devs made it intentionally due to optimization. Share this post Link to post Share on other sites
sxp2high 23 Posted October 3, 2013 That's what I was suspecting, thanks for confirming... Very unfortunate sacrifice. :( Share this post Link to post Share on other sites