voiper 18 Posted March 1, 2015 Thanks for the feedback, everyone. Hotfix released. Share this post Link to post Share on other sites
xoo 10 Posted March 1, 2015 Thx for the quick fix !! It works perfectly. There is another improvement needed: it's really hard to find the right place to attach C4 to vehicles and most of the time when you finally find one the explosives are too high to be managed by the interface. So i always need the Explosive-To-Vehicle script for this action but this script allow to attach into the vehicles (glitched)... with your "right placement" script (green arrow) you could be able to stick the explosives to vehicles only on visible places where we could manage to disarm. Share this post Link to post Share on other sites
Guest Posted March 1, 2015 New version frontpaged on the Armaholic homepage. Simple Mine System (SMS) v1.01 ================================================ 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
dr death jm 117 Posted March 1, 2015 realy cool stuff, is there a way just to set the addaction if player has mines and what not , so all players don't have the option if there not carrying any? Im planning on adding this to my RTS/RTW mission. (originaly made by KaRRiLLioN in ofp) Share this post Link to post Share on other sites
Salutesh 16 Posted March 3, 2015 First of all, this is a very nice System so please keep up the good work! I tryed to insert this System into the Epoch Mod in my Mission, everything, expect the placing of the explosives itself, is working. Only the explosives disappears if i place them and i cant also manage them with the Explosives Menu. Any ideas how i can get this to work? Share this post Link to post Share on other sites
voiper 18 Posted March 3, 2015 realy cool stuff, is there a way just to set the addaction if player has mines and what not , so all players don't have the option if there not carrying any?Im planning on adding this to my RTS/RTW mission. (originaly made by KaRRiLLioN in ofp) Balance issue. The only way to disarm the mines is via the menu, so if the menu shows up when there's mines nearby, it's a cheap way to act as a mine detector. First of all, this is a very nice System so please keep up the good work!I tryed to insert this System into the Epoch Mod in my Mission, everything, expect the placing of the explosives itself, is working. Only the explosives disappears if i place them and i cant also manage them with the Explosives Menu. Any ideas how i can get this to work? Epoch conflicts with it in some way. I'll be looking into it. Share this post Link to post Share on other sites
Von Quest 1163 Posted March 3, 2015 Awesome system! Good step forward. This sorta thing should already be in the game. Love it! Except, I have a problem... Its interfering with addActions somehow. My mod system (see Sig) has addActions for certain objects, except those menus are no longer present when running SMS. Super bummed when I noticed this. Extremely impress with this project so far. Share this post Link to post Share on other sites
voiper 18 Posted March 3, 2015 Epoch conflicts with it in some way. I'll be looking into it. From some minor investigation, it seems Epoch changes the BIS_fnc_MP command in some way. So, until that's sorted/made clearer, it won't work for Epoch. Its interfering with addActions somehow. My mod system (see Sig) has addActions for certain objects, except those menus are no longer present when running SMS. Super bummed when I noticed this. Extremely impress with this project so far. Can you specify which objects? I'm looking into it. Share this post Link to post Share on other sites
TheConen 78 Posted March 4, 2015 Is there a change you will add support for RHS mines/explosives? Share this post Link to post Share on other sites
petek 62 Posted March 4, 2015 Excellent stuff mate - a lot of fun as well as a necessary improvement on vanilla IMHO. Would also love to see the ability to set off groups of explosives together as well as the individual option. Great work and thanks for this Share this post Link to post Share on other sites
Wolfenswan 1 Posted March 4, 2015 (edited) First off: I love it, great functionality without unnecessary baggage. I've noticed a bug which allows duplication of explosives and mines as engineer with a toolkit. Reproduction: 1. Be "explosive specialist" or similar class. Select explosive charge or satchel and find a spot to place it. 2. Note that despite the green indicator, the action defaults to "disarm explosive" (the X icon) once your character "spots" the mine. 3. Press your action key without using the action menu. 4. Observe the charge being placed, but you are still in placing mode. You can now place a second explosive or cancel the action and keep the duplicate explosive. It works fine when not using the default action but always using the scroll wheel action. There are two workarounds I can think of: 1. Somehow override the default "disarm explosive" action. Ideally the default action would be the explosive menu when facing an explosive. 2. Instead of using the explosive object itself use a more abstract representation the engineer class won't "spot". The bug does not occur when placing tripwires as it does not use the tripwire object. Suggestions: 1. A conditional for the explosive menu action to only display it if a) the user has active explosives under his control or b) an armable explosive is in the proximity. And/Or use a key-eventhandler to bind it to a key. This would help in de-cluttering the action menu. Ideally it would also be the default action when a user is facing an explosive. You said Balance issue. The only way to disarm the mines is via the menu, so if the menu shows up when there's mines nearby, it's a cheap way to act as a mine detector. but I think this can be solved by using mineDetectedBy or detectedMines. 2. Really minor, but a way to select the color for the tripflares? It's straightforward to change the class in the function itself but an obvious global variable would make things a little easier. I also find it a bit more powerful when the smoke is given the same color as the flare, but that's a matter of taste. Edit: After seeing how nice the flare effects are I changed my own tripFlare function to use those instead of chemlights and modified it to recreate the flare as long as the smoke is present. That way the flare lasts about 1 1/2 minutes rather than 25 seconds. Feel free to use it if you think it's useful. What do you think a better name for the APERS mine would be? I'm thinking of writing a small client-side addon just to change the name to reflect the new functionality better. Edited March 4, 2015 by Wolfenswan Share this post Link to post Share on other sites
cameronseren 10 Posted March 5, 2015 Hey Im having some trouble i cannot get the mines or charges to actually place once you hit confirm nothing happens Share this post Link to post Share on other sites
Salutesh 16 Posted March 6, 2015 Is there a way to get this on serverside with a pbo? Share this post Link to post Share on other sites
xoo 10 Posted March 6, 2015 It's some client actions...why do you want it server side !? ------------------------------------------------ Another issue: class CfgRemoteExecCommands disable remote execution of all commands so now a simple ["message","hint",nil,true] call BIS_fnc_MP; is disabled really annoying !! Share this post Link to post Share on other sites
Von Quest 1163 Posted March 6, 2015 Exactly. That's the issue I'm having. This awesome system kills my Mod. I have no addActions. I always get a remoteExec error with the Functions symbol. Anyone know a workaround? Share this post Link to post Share on other sites
xoo 10 Posted March 6, 2015 We might have to re-enable the disabled commands but i don't find any way to to it. Share this post Link to post Share on other sites
Salutesh 16 Posted March 6, 2015 It's some client actions...why do you want it server side !?------------------------------------------------ Another issue: class CfgRemoteExecCommands disable remote execution of all commands so now a simple ["message","hint",nil,true] call BIS_fnc_MP; is disabled really annoying !! As i write a few threats before i want to implement the system into the Epoch Mod, and the only way to call scripts untouched from the Epoch Mod is to call them in a PBO in the @epochhive/addons folder. Share this post Link to post Share on other sites
J_ONeill 10 Posted March 6, 2015 (edited) Really liking this script. It's extremely light weight and makes it much better, in my opinion. I have a couple questions/suggestions if possible. 1. Improve floor detection. It's difficult to place explosives and tripwires inside a building because it's not detecting floors very well. 2. Enable multiple trip wires on one explosive as well as complex wires, if possible. So, for example, I could place a claymore facing a door, then have the wire go towards the wall to the left, then stretch across the door. As is, a claymore will hit the first guy coming through the door because you have to place it to the side. 3. Are you able to rename the mines with this script. So, instead of it saying APERS Tripwire, it'll say Trip Flare and instead of APERS Mine, it'll say proximity alarm? 4. Could you make it so you could use grenades with trip wires? Would be pretty cool to place RGOs with a trip wire if possible. 5. Ability to disable a tripwire mine without having to move to the claymore/flare. We should be able to "snip" the wire from anywhere along it's length, if possible. Edited March 6, 2015 by J_ONeill Share this post Link to post Share on other sites
voiper 18 Posted March 6, 2015 Hey Im having some trouble i cannot get the mines or charges to actually place once you hit confirm nothing happens You'll need to be more specific. Which mods are you running? Another issue: class CfgRemoteExecCommands disable remote execution of all commands so now a simple ["message","hint",nil,true] call BIS_fnc_MP; is disabled really annoying !! Exactly. That's the issue I'm having. This awesome system kills my Mod. I have no addActions.I always get a remoteExec error with the Functions symbol. Anyone know a workaround? We might have to re-enable the disabled commands but i don't find any way to to it. Mistake on my part. These issues will be corrected in the next update. As i write a few threats before i want to implement the system into the Epoch Mod, and the only way to callscripts untouched from the Epoch Mod is to call them in a PBO in the @epochhive/addons folder. I remind you that I explicitly stated in the license that I do not permit people to put these scripts into addons unless I give permission first. Really liking this script. It's extremely light weight and makes it much better, in my opinion. I have a couple questions/suggestions if possible.1. Improve floor detection. It's difficult to place explosives and tripwires inside a building because it's not detecting floors very well. 2. Enable multiple trip wires on one explosive as well as complex wires, if possible. So, for example, I could place a claymore facing a door, then have the wire go towards the wall to the left, then stretch across the door. As is, a claymore will hit the first guy coming through the door because you have to place it to the side. 3. Are you able to rename the mines with this script. So, instead of it saying APERS Tripwire, it'll say Trip Flare and instead of APERS Mine, it'll say proximity alarm? 4. Could you make it so you could use grenades with trip wires? Would be pretty cool to place RGOs with a trip wire if possible. 5. Ability to disable a tripwire mine without having to move to the claymore/flare. We should be able to "snip" the wire from anywhere along it's length, if possible. 1. It checks the current height of the player and won't place any lower than that. I thought it worked fairly well. Can you describe more how it's detecting them poorly? Which buildings are you using? 2. Interesting idea! 3. Unfortunately, no. That requires an addon. 4. Definitely possible, but remember, the main purpose of this is to replace the default mines. 5. Will be implemented in the future. Share this post Link to post Share on other sites
J_ONeill 10 Posted March 6, 2015 My self and a friend in our milsim community was trying to place Claymores within several houses. It was very hit and miss where we could place then. Usually, we had to be outside the house looking in to place them just inside a doorway but if we went in the house and tried to place them, it was a constant red X, no matter where we put them. The only thing we could really do from indoors is put them on window sills and on occasion, on upper floors while being on the staircase. I could make a short vid if you'd like showing what I mean. Share this post Link to post Share on other sites
voiper 18 Posted March 6, 2015 My self and a friend in our milsim community was trying to place Claymores within several houses. It was very hit and miss where we could place then. Usually, we had to be outside the house looking in to place them just inside a doorway but if we went in the house and tried to place them, it was a constant red X, no matter where we put them.The only thing we could really do from indoors is put them on window sills and on occasion, on upper floors while being on the staircase. I could make a short vid if you'd like showing what I mean. If it was on Altis/Stratis, a screenshot of the building or just a grid coordinate would be sufficient. If not on Altis/Stratis, let me know which island. Share this post Link to post Share on other sites
J_ONeill 10 Posted March 6, 2015 It is pretty much any building. We tried on Altis ans well as Takistan. I'll make a quick vid to show you the issue we're having. Gimme about a half hour if Razr will record properly. Share this post Link to post Share on other sites
voiper 18 Posted March 6, 2015 It is pretty much any building. We tried on Altis ans well as Takistan. I'll make a quick vid to show you the issue we're having. Gimme about a half hour if Razr will record properly. I can reproduce it now. Wasn't an issue earlier. It'll be fixed in the next update. Share this post Link to post Share on other sites
J_ONeill 10 Posted March 6, 2015 Alright. :) Thanks. Great script, none-the-less. I really like it, as do others in my unit. Share this post Link to post Share on other sites
voiper 18 Posted March 10, 2015 V1.1 released. Check first post for updated instructions and information. I've noticed a bug which allows duplication of explosives and mines as engineer with a toolkit. Unfortunately, this is tied with the silliness of Arma's mine system in general, and there's nothing I can do about it short of making all the mines dummy objects (and thus look nothing like mines). Share this post Link to post Share on other sites