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Breaching Charge that sticks to surfaces, demolishes walls, and opens doors, with minimal collateral damage.

Door Wedge that takes a few seconds to deploy and blocks a door from moving and takes longer to remove.

 

Trees can also be quickly felled using the Breaching Charge.
 

Requires ACE Explosives

 

 

Downloads:

Steam Workshop

Github

 

Class names:

AMP_Breaching_Charge_Mag
AMP_Door_Wedge

Minimum safe area reference

 

To lock a door:

_house setVariable ["bis_disabled_Door_1", 1, true];

 

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This is freakin' awesome!

 

Unless I've missed a similar mod elsewhere, this fills a much needed ordinance gap.

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Really cool! Ought to be part of ACE main branch

 

-k 

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We'll be using this! 

 

wasnt hiding the door selection an option? 

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27 minutes ago, Crielaard said:

hiding the door selection

 

I didn't investigate this. Do you know of a mod or script that does it? I'll look into it.

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https://community.bistudio.com/wiki/selectionPosition

 

You could use this command to check each selection which has "door" in its name and compare which is nearest to the charge. (maybe use a margin of 0.3 meters for double doors?)

 

use this command to get an array with all selection names. 

https://community.bistudio.com/wiki/selectionNames

 

then use the hideselection command to hide it. I think collision is disabled with that command aswell... 

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Great! I'm already using the first 2 to open the door. I'll have a look at hiding it.

 

Maybe I'll have the current SLAM modeled one destroy walls and fences and hide doors, and a smaller one only destroys fences and open doors.

 

Edit

hideselection

It seems like it only works for very select things, doors not being one of those. 

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FIxed the charge rotating after setting trigger, and added bikey.

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Great mod!  For variation maybe a "water charge"?  Take one of the saline bag objects from ace and place that next to the circular wire.   

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On 3/4/2018 at 10:22 AM, MANTIA said:

water charge

I'd need a randomized stick object to "hold it up" =p

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Very nice mod, the best implementation of this kind of breaching yet seen.

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Updated to work with walls from JBAD Buildings, which are used on maps such as Kunduz.

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1 minute ago, FallujahMedic -FM- said:

@hamsen8678 If you are using R6 Siege textures, you are violating Ubisoft's IP rights. 

yea I know so I just using personal

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Quote

If not infringe copyright and you want I want to donate this to your addon.


That's incorrect, you have just offered to donate it. You are prohibited from donating this to anyone's add-on.

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4 minutes ago, FallujahMedic -FM- said:


That's incorrect, you have just offered to donate it. You are prohibited from donating this to anyone's add-on.

I'm Sorry.

This is cool addon but regrettable to use vanilla slam model.

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41 minutes ago, hamsen8678 said:

I'm Sorry.

This is cool addon but regrettable to use vanilla slam model.

 

Well perhaps instead of stealing content, perhaps make your own model and own textures.

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1 minute ago, R0adki11 said:

 

Well perhaps instead of stealing content, perhaps make your own model and own textures.

Thank you.

I'll try.

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Added compatibility for doors on JBAD houses which are used on maps like Lythium.

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Hi...great looking mod! I'm trying to get it to work but can't seem to find the breaching charges. Well, I found one under Props->Weapons->Explosives (AMP_Breaching_Charge) that looks like a SLAM mine. But, I can't interact with it to pick it up. I also don't see them in any crates. Sorry if I'm missing something obvious but any tips?

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1 hour ago, COL Alexander said:

Hi...great looking mod! I'm trying to get it to work but can't seem to find the breaching charges. Well, I found one under Props->Weapons->Explosives (AMP_Breaching_Charge) that looks like a SLAM mine. But, I can't interact with it to pick it up. I also don't see them in any crates. Sorry if I'm missing something obvious but any tips?

 

The charges can be found in the arsenal under Explosives. You can use the magazine class name AMP_Breaching_Charge_Mag to add them to a character or container inventory.

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