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Ibragim A

Advanced Use Of Hand Grenades

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Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=3348519483 

 

This mod adds the ability to create a large number of different types of traps using hand grenades.
Traps are a frequently used method of inflicting damage on the enemy both during covert offensive actions and during defense.
Traps using hand grenades will help the player defend his position when he has no mines, help disperse a group of enemies, lure them out of cover or attack alone from several sides.

 

In general, the list of traps is as follows:

1) Tripwire grenade.

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I have already created a mod with a tripwire grenade, but this time the tripwire works much more realistically. My first mod with a tripwire will not conflict, but will add one more extra action for the player to set the tripwire using the old method (it is better not to add it, use this mod instead).
The tripwire itself in the game no longer explodes, but triggers and detonates the grenade. There are several random enemy reactions to the tripwire. A running enemy can trip over the rope and fall. An enemy walking may notice that they have tripped a tripwire and give the order to scatter in different directions.
The grenade explodes after a few seconds depending on its configuration (explosionTime in the ammo configuration).
The enemy will be wary if a tripwire goes off near them.
The tripwire can only be set on the ground, it cannot be set on the floor of a building.
Select grenade in player status menu >> look at the ground >> select action from action menu (mouse wheel).
 

2) A trap on a door handle.
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It's simple - the door opens and the grenade falls to the floor. Technically, the grenade pin is loosened, tied to the door handle and is torn out of the fuse when it falls. It will work as it should on almost all doors in vanilla maps, as for maps from mods, I have not tested on them. Perhaps on some doors the grenade will be displayed slightly out of place, but this is a rare occurrence.
At the same time, a door can only be mined on one side. Once deactivated, the door can be mined again.
Select grenade in player status menu >> approach the door >> select action from action menu (mouse wheel).

 

3) A booby-trap.

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An item can be any weapon, magazine, or an item from the inventory. Technically, the grenade is planted in the ground in such a way that it is triggered when the item is picked up from the ground.
How does a trap item work in the game?
If the item is a weapon, the enemy must be passing by it, must have the same type of weapon (automatic rifle, machinegun, etc.), and must have a place in their inventory for this weapon.
If the item is a magazine, the enemy must be passing by, must have a weapon that matches the class of this magazine, and must have a place in the inventory for it.
If the item is an inventory item (compass, radio, etc.), the enemy must be nearby and have a place in the inventory for it.
This trap can only be planted on the ground.
Select a grenade in player status menu >> place an item on the ground >> look at it >> select an action from the action menu (mouse wheel).

 

4) Corpse Trap.

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A standard body trap with a hand grenade that explodes if the corpse is moved. This also includes changing the items in the corpse's inventory. The grenade will also explode if a unit (anyone except the one that placed the grenade) walks over the corpse.
This trap also explodes if the enemy is lured into it by a cry for help. To do this, you need to call for help near the body - the enemy will go to see who is screaming, and depending on the side the body belongs to, will either try to help him or hit him with the butt of a weapon.
The corpse can be dragged and left in the right place, but you need to be careful - these actions attract the attention of the enemy if he is standing somewhere nearby.
Select grenade in player status menu >> come close and look at corpse >> select action from action menu (mouse wheel).

 

5) Mining the wheel of a vehicle.

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Works as it should on most vehicles (tested on vanilla and RHS). The grenade is attached behind the wheel and is activated when the vehicle starts moving.
This trap in most cases does not cause much damage to the enemy, but slows down his movement.
Select a grenade in player status menu >> walk up to the wheel and look at it >> select an action from the action menu (mouse wheel).

6) Mining the driver's seat.
It's simple - a tripwire is placed on the pedal or any moving part in the cabin, which detonates the grenade when the vehicle starts moving. This trap can only be disarmed from outside the vehicle, which is unrealistic, but for now it is.
When the grenade is triggered inside the vehicle, the driver always dies.
Select grenade from player status menu >> sit on driver seat >> select action from action menu (mouse wheel).
 

7) Remote explosive using grenade and mobile phone.
 

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The design of this explosive device is very simple and is assembled from two main parts: a grenade and a mobile phone, as well as some things available to sappers.
Instead of a mechanical fuse, a homemade electric fuse is attached to the grenade, powered by batteries. The electric circuit passes through a mobile phone, which, when called, connects the circuit and activates the electric fuse.
To make this explosive device, you need to place a grenade and a phone on the ground next to each other, in one weapon holder, and then select the action from the action menu.
Place a grenade and a phone on the ground (in one weapon holder) >> look at it >> select an action in the action menu (mouse wheel) >> must have a Toolkit.

8 ) Afghan Tulip

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There are many made up stories about this trap, but in reality it was used by many armies.
It is simply a grenade with the pin pulled out in a glass, secured in it so that the safety lever remains clamped.
When the grenade falls out of the glass, the detonator is triggered and the grenade explodes.
In the game, this trap can be placed on a door.
Select grenade in player status menu >> approach the door >> select action from action menu (mouse wheel).


9) Anti-sapper Trap.euhg-sw-head-08.pngscreen-08.png
An explosive device or mine is placed on top of a grenade with the pin pulled out in such a way that when the device is pulled out of the ground, the lever activates the grenade.
The sapper disables the explosive and the grenade explodes.
Place a grenade and a mine on the ground (in one weapon holder) >> look at it >> select an action in the action menu (mouse wheel) >> must have a Toolkit.

Some traps work both independently and by luring the enemy into them.

There are several ways to lure the enemy into a trap:

1) Throwing a stone.
The player can throw a stone and attract the enemy's attention. The enemy will move towards the stone and stumble upon the trap if it is nearby, otherwise he will return to his commander.
There is a chance that the enemy will understand that it is a trap, and also a chance that he will understand where the stone was thrown from and will attack.
The player has infinite stones, but each throw makes the enemy more wary.

2) Crying out for help.
There are two types of cry for help: if the corpse or enemy has the same language with the player, the player calls for help in his language. If the language of the corpse and the enemy is different from the player's language, the player's unit makes a wounded sound.
The enemy reacts to the cry and goes to look. If he does not find the corpse, he understands that he was deceived.

3) Imitation of animal voices.
The player can try to lure the enemy into a trap by imitating the voice of an animal that the enemy is supposed to respond to. The player can imitate a cat, dog, frog, or bird.

4) Calling a radio.
The player can put the radio on the ground and switch it on, but to do this, he must have a second radio with him. Using his radio, he can ring the second one and thus attract the enemy's attention.
The radio can be mined (as a trap item), which will combine attracting the enemy's attention and a booby-trap with a grenade in one combination.

5) Calling a mobile phone.
The same as a switched-on radio (classes ["SmartPhone", "MobilePhone"]).
You can attract attention, or you can also mine it.
 

General rules for mined objects on the ground and means of attracting attention:
1) The enemy can understand that he is being deceived and disrupt the player's plans.
2) The enemy will not react to items on the ground and attempts to attract his attention if he is alert (in combat or stealth behaviour or is aware of the presence of an enemy nearby or his awareness coef is to high).
3) The enemy will not pick up things that he has (the exception here is weapons and magazines).
4) A mined item on the ground flies off to the side after the grenade goes off and cannot be used again.
 

This way the player can create a large number of combination traps. Some examples:
1) Place a tripwire and lure the enemy into it using a stone.
2) Turn on the phone on the ground and lure the enemy to a mined magazine.
3) Call for help by luring the enemy to a tripwire or a mined pack of pills.
4) Mine the radio, then turn it on and thereby force the enemy to come up and pick it up.
5) Drag a corpse, mine it and shout "Help!"
6) Set up a remote ED and lure the enemy to it by imitating the voice of an animal.
 

How to set traps:
1) All player actions are in the action menu (mouse wheel).
2) To throw a stone, you need to look at the place where the stone should fall. The maximum throwing range is 30 meters.
3) To place a tripwire, door handle trap, a booby-trap on the ground, a wheel or the driver's seat trap you need to select a hand grenade to throw.
4) The tripwire, the booby-trap, the remote device and the anti-sapper trap can only be set on the ground.
5) Everything can be deactivated and set again.

//For Tutorial open Singleplayer >> Showcases >> Mod Name
//For Settings open Options >> Addon Options >> Mode Name

In order to make the enemy not look like a complete fool, the mod has an enemy awareness algorithm. In short, every time the player tries to lure an enemy into a trap, he and his comrades around him become more vigilant. Technically, this means that if the first trap works, the second will most likely work, and the third will most likely fail. And you will have to place your traps in a different place with other enemies, or wait a long time (or a very, very long time) for their vigilance to decrease.

Do not use traps in vain, do not throw stones without need, do not shout if you are not sure, otherwise the enemy's awareness may reach such a level that you will hardly be able to influence anything.
The mod also has a trap learning algorithm, so don't try to fool the same enemies with the same type of trap.
 

The enemy may not be fooled by traps in the following cases:
1) If he is in combat or stealth behavior.
2) If his awareness coefficient is high enough (he has already been tricked).
3) If his group has already encountered the same trap.
4) If he is running or walking (in some cases).
5) If he does not see the trap on the ground (in cases where he needs to see it).
 

//== Effects ==

Effect position // Where can this effect be produced
Effect radius // In what radius does this effect attract the enemy
Alarm effect // How often this effect affect the enemy's "COMBAT" behavior
Awareness effect // Does the effect affect the enemy's awareness coefficient
Reaction accuracy // How exactly does the enemy move to the effect location
Action repeatability // Is it possible to produce this effect infinitely
Effect targets // What units does this effect affect

Stone:

Effect position (any position within 30m from the player)
Effect radius (15m)
Alarm effect (high)
Awareness effect (high)
Reaction accuracy (5m radius from the stone)
Action repeatability (infinite)
Effect targets (only walking and standing units)

Call for help:

Effect position (player position only)
Effect radius (25m)
Alarm effect (high)
Awareness effect (high)
Reaction accuracy (5m radius from the player)
Action repeatability (infinite)
Effect targets (running, walking and standing units)

Imitation of animal voices:

Effect position (player position only)
Effect radius (15m)
Alarm effect (zero)
Awareness effect (low)
Reaction accuracy (5m radius from player)
Action repeatability (infinite)
Effect targets (only standing units)

Radio:

Effect position (any position)
Effect radius (15m)
Alarm effect (zero)
Awareness effect (zero)
Reaction accuracy (radio position)
Action repeatability (only once if enemy takes radio)
Effect targets (only walking and standing units)

Phone:

Effect position (any position)
Effect radius (25m)
Alarm effect (zero)
Awareness effect (zero)
Reaction accuracy (phone position)
Action repeatability (only once if enemy takes phone)
Effect targets (running, walking and standing units)

Tripwire:

Effect position (tripwire position only)
Effect radius (tripwire position)
Alarm effect (high)
Awareness effect (high)
Reaction accuracy (tripwire position)
Action repeatability (only once)
Effect targets (any unit)

Booby-trapped weapon, magazine or item:

Effect position (any position)
Effect radius (10m)
Alarm effect (high)
Awareness effect (high)
Reaction accuracy (item position)
Action repeatability (only once, as a result of the explosion the item is destroyed)
Effect targets (running, walking and standing)

Dragging a corpse:

Effect position (corpse position only)
Effect radius (15m)
Alarm effect (high)
Awareness effect (high)
Reaction accuracy (corpse position)
Effect targets (running, walking and standing units)

Any grenade explosion in any of the traps will alert enemies within a 50m radius.

The easiest way to master the trap mechanics is to complete the showcases in singleplayer.

Currently traps are only available to the player (they are not used by AI enemies and units in the player's group).

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hi, Ibragim! thank you for very interesting addon. if it is possible, i have a two small requests about it: add action "cancel call" after using phone call. and make appearance of attracting enemy`s attention actions (rock, voice) optionable thru CBA menu.

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