voiper 18 Posted February 27, 2015 (edited) Simple Mine SystemReplacement Mine & Explosive System for Arma 3 Description: Frustrated with A3's mines? This in-mission system makes mines both safer (to the user) and deadlier (to the enemy), while adding lots of gameplay potential. Better description: Features: -No addons needed. Simply plug into your mission. -Place mines & explosives, adjust them, arm, disarm, and detonate them in a controlled and safe manner. -Flexible placement allows you to put mines on almost any surface. -What You See is What You Get (WYSIWYG) triggering: no more walking into invisible trigger radii. -Each mine has been adjusted to bring it closer to reality: -Bounding mines no longer arm and trigger strangely, nor can be buried in concrete or steel. -Tripwires don't float in mid-air, and can be put anywhere within reach. -APERS mine replaced with custom proximity sound alarm. -APERS Tripwire mine replaced with custom tripflare (don't worry, Claymores still use tripwires). -AT mine can be partially buried in earth. -Charges can be detonated selectively and attached to vehicles. -Compatible with CSE Interaction. -MP & JIP compatible. Installation Instructions: 1. Place the "vip_cmn" and "vip_sms" folders in the ROOT of your mission folder. If "vip_cmn" already exists, use whichever folder is the latest version. 2. In the mission's Description.ext, add (or insert, if the cfgFunctions class already exists): class CfgFunctions { #include "vip_cmn\fn\vip_cmn_fnc.hpp" #include "vip_sms\fn\vip_sms_fnc.hpp" }; #include "vip_cmn\resource\vip_dlg_defaults.hpp" #include "vip_sms\resource\vip_sms_dlg.hpp" 3. Done! ***WARNING***: As of Arma 3 1.40, there is still no way to remove default object actions (such as "Deactivate mine"). This means that if a player is of the "Engineer" or "Explosive Specialist" class and is carrying a Toolkit, they can remove the mines using the default Arma system, which BREAKS the scripts of SMS. Use at your own caution, and design your missions accordingly. Changelog: v1.01 (hotfix): -fixed: error in AT mine loop -fixed: on respawn without CSE, player loses menu v1.1: -fixed: removed cfgRemoteExec requirement (no more BIS_fnc_MP errors) -fixed: should be actually possible to place mines on building floors -changed: added basic documentation for the functions -changed: tripwires can be disarmed from tripwire peg Compatibility Not compatible with: -AGM (AGM already redoes mines) -Epoch/Overwatch/Overpoch (does not allow new mission-defined functions in BIS_fnc_MP) Compatible with: -CSE Interaction Download v1.1 Edited March 10, 2015 by Viperidae Update 1 Share this post Link to post Share on other sites
austin_medic 109 Posted February 27, 2015 So did the length of the rope on the tripwire mines always adjust itself so it fits the distance between the explosive andthe stick at the other end perfectly? Or was that scripted too? Just curious Share this post Link to post Share on other sites
SilentSpike 84 Posted February 27, 2015 I'd guess (based on the video) that a black line is being draw between the two and then it just uses the line intersect command for activation. Also interested to know though. Share this post Link to post Share on other sites
epicgoldenwarrior 11 Posted February 28, 2015 Looks awesome tho. +1 Share this post Link to post Share on other sites
Larrow 2821 Posted February 28, 2015 Looks really good. GJ Viperidae. Have not played with it yet but does it give you the ability to add group detonations? Like place five explosives, have 1,2 and 3 on one trigger and 4 and 5 go off on another? Would be a nice feature to have. Share this post Link to post Share on other sites
Guest Posted February 28, 2015 Thanks for sending the release our way :cool: Release frontpaged on the Armaholic homepage. Simple Mine System (SMS) v1.0 ================================================ We have also "connected" these pages to your account on Armaholic. This means soon 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
bilu90 10 Posted February 28, 2015 Hi, Very interesting ! Will it be AGM compatible ? And is it possible to defuse the mine ? This mod can add some importance to the explosive specialist role Share this post Link to post Share on other sites
petek 62 Posted February 28, 2015 Looks really good mate - off to try it out now! Thanks for creating Share this post Link to post Share on other sites
CyDoNgr 28 Posted February 28, 2015 Hi, Very interesting ! Will it be AGM compatible ? And is it possible to defuse the mine ? This mod can add some importance to the explosive specialist role Your work is great +1 Make it AGM compatible pls Share this post Link to post Share on other sites
mrewok 47 Posted February 28, 2015 Looks freaking awesome man! Share this post Link to post Share on other sites
TheConen 78 Posted February 28, 2015 Dude, this is awesome. Are you planning on doing a mod version as well or do you stick with script only? Share this post Link to post Share on other sites
DaViSFiT 21 Posted February 28, 2015 one +AGM ;) Very nice one. AGM already have some kind of stuff already, would be very cool to merge this somehow. What are the plans for the future? Share this post Link to post Share on other sites
kimi_uy 135 Posted February 28, 2015 when I saw the tripwire I was like WHHAAAAAAT? This is really awesome. Congrats on the release :) Share this post Link to post Share on other sites
legolasindar 3 Posted February 28, 2015 Good script, is AGM compatibile? Share this post Link to post Share on other sites
oksman 37 Posted February 28, 2015 Compatability with AGM next? :) Awesome! Need a mine sweeper! Hahah I just realized everyone is asking for AGM Comp. Good stuff, about the Mine Sweeper, remember those things in ACE with Arma 2? Those were awesome! Share this post Link to post Share on other sites
thecoolsideofthepillow 22 Posted February 28, 2015 As someone who loves playing Demolition/EOD, this looks like an awesome addition. I always hate trying to see if I can disarm a mine that has spawned under the foundation of a house. Share this post Link to post Share on other sites
xoo 10 Posted February 28, 2015 Really nice !! i just tried it a bit but it's all good. Good job. ;) Share this post Link to post Share on other sites
Von Quest 1163 Posted February 28, 2015 What a blast! Lol. Looks great. Can't wait to dig into this tonight. Loving the option to actually place the stick/wire anywhere. Wow. This is sooooo cool. Great job man! Share this post Link to post Share on other sites
CoA|Saint 5 Posted February 28, 2015 awesome work mate! Share this post Link to post Share on other sites
voiper 18 Posted February 28, 2015 So did the length of the rope on the tripwire mines always adjust itself so it fits the distance between the explosive andthe stick at the other end perfectly? Or was that scripted too? Just curious There's never slack in the wire (far too costly/complex to do). It adjusts to wherever the peg currently is. Have not played with it yet but does it give you the ability to add group detonations? Like place five explosives, have 1,2 and 3 on one trigger and 4 and 5 go off on another? Would be a nice feature to have. Not currently. I'll consider it. :) Dude, this is awesome. Are you planning on doing a mod version as well or do you stick with script only? The purpose of this is to enable mission makers. Half the code is workarounds to make the Arma 3 mine ammo types play nice. If I were to make it into an addon, I would just create new ammo classnames and configs, thus making most of the scripts somewhat pointless. :) That's not to say it won't be compatible with other addons' mines in the future. Hahah I just realized everyone is asking for AGM Comp. Indeed. I'll look into it. Share this post Link to post Share on other sites
osu_apoc 10 Posted February 28, 2015 (edited) So I've added this to our A3 Wastelands test server, and I've come up with a couple of issues. 1) In fn_sv_armedAT.sqf, Line 30, the call for vip_sms_fnc_sv_remove is using local variable _d. However, I do not see that variable being declared/defined anywhere. I'm assuming that it was meant to be _dummy. 2) After a player is killed, they no longer have the action menu option for explosives. I'm guessing that has to do with the calls for the menu being in the description.ext. That being the case, the menu would only load on mission load, but something within the Wasteland mission is probably removing all action menu options, thereby "disabling" the SMS menu. EDIT - Hours later ------------------- The change in the _d --> _dummy seemed to fix that error being thrown. Also figured out how to integrate into A3Wasteland mission. Very nice script! Thanks for all of the hard work! Edited March 1, 2015 by osu_apoc Updated Progress Share this post Link to post Share on other sites
Janez 530 Posted February 28, 2015 They need to improve vanilla explosives handling so much. Very nice script. Share this post Link to post Share on other sites
twisted 128 Posted February 28, 2015 thanks a lot, this makes explosives more flexible and believable. Share this post Link to post Share on other sites
voiper 18 Posted March 1, 2015 So I've added this to our A3 Wastelands test server, and I've come up with a couple of issues.1) In fn_sv_armedAT.sqf, Line 30, the call for vip_sms_fnc_sv_remove is using local variable _d. However, I do not see that variable being declared/defined anywhere. I'm assuming that it was meant to be _dummy. 2) After a player is killed, they no longer have the action menu option for explosives. I'm guessing that has to do with the calls for the menu being in the description.ext. That being the case, the menu would only load on mission load, but something within the Wasteland mission is probably removing all action menu options, thereby "disabling" the SMS menu. EDIT - Hours later ------------------- The change in the _d --> _dummy seemed to fix that error being thrown. Also figured out how to integrate into A3Wasteland mission. Very nice script! Thanks for all of the hard work! Thanks for the heads up. I'll add those fixes in the next update. :) I'll also look into what Wasteland is doing. Share this post Link to post Share on other sites
xoo 10 Posted March 1, 2015 It's not only for wasteland, it's the same with A3 vanilla... after respawn you no longer have the action. And it lacks a group détonation for C4 and satchel. Share this post Link to post Share on other sites