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Yoma

Wirecutters! Let's be able to cut wires.

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I haven't found any yet :)

Anyway they most likely have more important issues to handle atm and probably someone will make it in addon form anyway.

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The only wirecutter that is working so far is a huge MBT :cool:

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Not to salt a wound, but VBS2 has this on one of their special terrains. It basically works as an addaction that anyone (IIRC) can do when close to specific fences. There are spots every few meters where it will cause the bottom portion of the fence to get split open, which allows a unit to crawl through. Of course, it only works on specific fences, on that specific terrain (which is VERY small), but as far as I know the idea was to show that it's possible to begin with.

It would be nice to have this for a 'breacher'/engineer type unit with a cutting tool of some sort. I don't really expect to see it in A2 at this point, however.

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Arma II has pockets in the gear menu for this too, right? I think it would fit right in with the compass, map, ect.

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A default wirecutter object in the 'items' slot would be a great addition. Several such useful items could be added by default. Then it is up to modders or even mission designers how they would be used. Any other 'useful tools' ideas?

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I thought this was a silly idear when I first saw the thread, then on the one mission I got to try in ArmA II on a Friend's PC I saw all the fence, and realized Yoma is on to something, i.e. a very good idea.

I've used cutters, and LME gels and arosols to cut fence -- either would be fine, but I expect the trouble will be making portions of fence passable, and sadly this will probably roll as a mod that will only be on some servers and not others...

:b:

Edited by Hoak

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It could be done like this, on mission level:

Inventory check for the engineer, does he have the cutter?

If yes, is he close to a fence? (Already had those climb fences in Arma1, remember?)

If yes, he gets an action to cut the wire, play an animation while he does the action.

Place a JIP'able marker in the map saying Breechpoint.

Now, an action is available on the fence for all players, saying "Go through hole".

Magic teleport to other side.

Many such things can be done, but without a toolcheck it might look a bit magical.

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A default wirecutter object in the 'items' slot would be a great addition. Several such useful items could be added by default. Then it is up to modders or even mission designers how they would be used. Any other 'useful tools' ideas?

Shovel :) Dig yourself some quick cover!

This i am sure is possible. When a plane crashes in Arma2 you get some kind of "Rubbled up ground" object that spawns on the ground.

A resized object like this would be perfect to "dig a quick ditch". (The ditch would not need to be an actual ditch, just a small raising of sand you can hide behind)

Would be grate for defensive missions.

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As a workaround we only need to delete a fence section when the player uses his cut-action from the action menu, right? Can a fence object be deleted when it was placed in the island editor?

We dont even need a model, only an invisible dummy object and a config to have it in the equipment. Then you only get the action entry when carrying the cutter in your gear.

I don't like the option of a marker adding the cut-action for a player near the marker, because the player should be able to choose his point of entry by himself.

However, i agree some sneaky 'infiltrate the base' missions are really needed. Now with the micro AI the chances to do it in a more realistic way is higher than ever.

Imagine hiding from slowly patrolling soldiers inside the base and listening to their conversations when 2 meet each other.

Lol, i just realized how much i miss playing No one lives forever 2. They had some great russian bases in there. Anyone remembers how hiding worked? When entering dark places behind an obstacle while crouching you saw some progress bar showing when 'hiding' was complete, then a dark eye appeared on your HUD.

As long as you didn't move or shot your weapon the AI compeletely ignored you, so you had some time to study the base layout and patrol paths of the guards.

I'd love to script something like that for ArmA2 tbh. Sorta 'infiltrate AI routines'. I fear the normal fsm scripts for guards won't work.

---------- Post added at 11:00 AM ---------- Previous post was at 10:54 AM ----------

Any other 'useful tools' ideas?

A beacon with a blinking LED on your HUD / and /or with a ping sound.

Could be used for anything really, like finding hidden equipment which was dropped in the wilderness beforehand.

In Farcry2 it was used to find hidden goodies, too. Was fun.

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Hi all

Add Passes to the gear menu pocket.

Got one you can pass through the door or check point.

Kind Regards walker

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althougt, I just looked at this thread, thinking, will this ever be useful? I mean, how many wires are there in Arma 2? what are the benefits in this game? o.0

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There are wires and it would be usefull. Anyway it's not a "must have" feature to me, it's just very fun and enhances gameplay in a simple way.

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Some breeching devices are very useful in the game. I used to carry a satchel around just to breech a fence. Obviously too noisy. The only other way to breach is to destroy it by driving through it. Not a good choice in terms of detection. The shotgun is a breach tool, to take down doors/hinges/locks, but it likely in Arma2 will have limited use for this.

I don't think you can delete a fence part, but you might be able to setdamage it so that it falls? However, a missing part is easily detected (in TvT games), whereas a 'hole' can be camouflaged to look ok. That's why I would simply want to attach the action to it that allows you magically appear on the other side. The engineer (or whoever have the tool, not everyone), is able to place this marker. Marker appear only on our side map, not other teams. But the action is added to other teams as well. Meaning that a patrol around the fence would reveal it, but not looking at it from a distance. The other players would have to use this breachpoint if they do not carry the tool to create a new one.

Both wirecutters and gas would be welcome. Wirecutters lasting forever, while gas having limited number you could use it.

Emergency Locator Transmitter was a good tip. All planes are equipped with one. As is most likely anything naval equipment.

ELT Tracker Device. Could be used handheld in any kind of fashion. Remember, these are just dummy items, it's still up to us to use them good.

Batteries that can be used for various things. I.e. use a full sixpack to operate the ELT Tracker Device. Or use a single battery to get your NVGs going for a limited amount of time.

Showel is a must yes, as it is an important part of gear for most mulitary units. But would have take two or three slots I guess.

Added some generic documents. Again, these serve no purpose whatsoever to the default game. They are just dummy classes that are visible in the inventory and checked against, i.e. using the hasWeapon command.

So, current list of very useful generic items:

* Wirecutters (scissors type).

* Wirecutters (gas type).

* Shovel.

* ELT (Emergency Locator Transmitter).

* ELT Tracker Radio/Antenna.

* Batteries.

* Documents (briefcase style).

* ID Papers/Passport.

* Intelligence documents.

* Letter.

* Diary.

Addon makers should duplicate the classes if they want to add functionality to them, so that mission designers can still use them without interference with the addon.

Anything else?

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Some data devices (CD,DVD,MiniDisc,USB Stick), maybe hidden in a special watch. JamesBond missions, here we go! :D

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Man I've been thinking this for months. There's always a fence blocking the ideal stealth route. I wish I was talented in that area so as I could make this asa an addon.

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