mads bahrt 0 Posted November 28, 2001 How much should a vehicle weigh to trigger of a mine? After a little testing in the game i found out that the scud launcher is probably the only wheel-based vehicle that can trigger a mine. Isn't this a little unrealistic, since mines against vehicles/tanks can have a triggering weight as low as 120 kg. (I should know - former assault engineer). In any case no mines have a triggering weight high enough to allow a truck, jeep or any other vehicle to drive over it. Another nice thing would be a way to clear mines - the simplest way would be to give the engineer th ability to disarm/remove it when he is within a range of one meter of the mine. Can this be solved with a script? Share this post Link to post Share on other sites
Snake Plissken 0 Posted November 29, 2001 I'm probably hilariously wrong, but wouldn't the tire have to make contact with the mine for it to go off? Keep in mind that the OPF mines are not buried, simply set on the ground. Share this post Link to post Share on other sites
mads bahrt 0 Posted November 29, 2001 You're right to some extent - some mines are triggered by pressure and some are magnetically triggered. I also assume that he mines in the game are triggered by direct pressure. To test which vehicles triggered the mines i placed 100+ mines side-by-side in the editor and ran over it in all kinds of vehicles. Therefore i assume that i would hit at least one mine. I forgot to mention in my original post, but i would also like to se the mines triggered by helicopters alnding on top. - This was actually where my experiments began: I would like to pratise the same thing the american pilots in Vietnam had to do: Hover 1 meter over the LZ instead of landing, to avoid triggering mines. Share this post Link to post Share on other sites
zovirl 0 Posted November 29, 2001 Well, I may be wrong but I think the mines in OFP are not in fact pressure triggered. I think they try to simulate the magnetic triggered mines. Here is why I say that: Play the DesertAmbush mission. Lay a mine in the middle of the road. When the BMP comes along, it sets off the mine even though the BMP's tracks never touch the mine. I also think the mines in the game are only activated by armor units (thus, that is why wheeled vehicles don't seem to set them off because they don't count as "armor") Share this post Link to post Share on other sites
zovirl 0 Posted November 29, 2001 Oh, yeah, I forgot...the helicopter thing You want it so if you touch the helicopter to the ground it blows up, right? Here is how to do it (I haven't tested this, but I think the idea at least is correct. Let me know if you have trouble with it): Name your chopper something, say uChopper. Start it out flying. Now make a trigger with no size (axis = 0). In the condition field, put "getpos uChopper select 2 == 0" and in the On Activation field put "uChopper setdammage 1" Of course, if you start the chopper off on the ground it'll blow up right away. If you want mines only in the LZ, try this: Make a trigger with whatever size you want for the LZ. Group it with your chopper. Now edit the trigger. It should be set to "vehicle present". In the condition field, put this: "this and getpos uChopper select 2 == 0". Use the same On Activation field as above. Now, if you really want to be fancy, lay some mines around the LZ so the pilot can see that he shouldn't land. You could add a random element to the activation field, so occasionally the pilot could get lucky and land between the mines. You could also check out some of the mine scripts at the Operation Flashpoint Editing Center (http://www.ofpeditingcenter.com) to get a better explosion. Enjoy... Share this post Link to post Share on other sites
mads bahrt 0 Posted December 4, 2001 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Quote: from zovirl on 9:29 pm on Nov. 29, 2001 Well, I may be wrong but I think the mines in OFP are not in fact pressure triggered. I think they try to simulate the magnetic triggered mines. Here is why I say that: Play the DesertAmbush mission. Lay a mine in the middle of the road. When the BMP comes along, it sets off the mine even though the BMP's tracks never touch the mine. I also think the mines in the game are only activated by armor units (thus, that is why wheeled vehicles don't seem to set them off because they don't count as "armor") <span id='postcolor'> That means the game counts the scudlauncer as armor since it vil trigger the mines. On a "we want to make the game simulate the real world"-basis it is a problem that it is only armor that trigger the mines, since at least some magnetically triggered mines is triggered by as little as the rifle of a soldier walking nearby (I have layed and picked up 1000+ mine-dummies simulating this type of mine - a really s**tty occupation). Thx for the explanation of how to make a chopperactivated LZ Anyone have a suggestion of how to make engineers remove the mines in the game. Idea of how it should work for the end-user: When an engineer gets within 1 meter of a mine his action-menu should appear with the option to "Disarm mine". Then the mine should either disappear or (better) lay on the ground as a not armed mine that anybody could pick up and place again. Share this post Link to post Share on other sites
Renagade 0 Posted December 5, 2001 Id just like to point out here that the scud launcher is infact not a scud launcher but the militarys equivelent of a dodgem car. On the mines thing again, shouldnt having a satchel charge detonate near a mine set the mine off or vice versa?? Share this post Link to post Share on other sites
uddercream 1 Posted December 5, 2001 magnetic is what thay are just put a mine down near a tank and they go off with out the tank even hitting it Share this post Link to post Share on other sites
zovirl 0 Posted December 5, 2001 Hmm, email notification doesn't seem to be very stable on this board. I would suggest you go look around http://www.ofpeditingcenter.com if you want lots of info on how to script stuff. Maybe someone has already done that "pick up the mine" thing? Anyway, you might be able to use the nearestObject command to find out where the closest mine is to the engineer unit. Then find out the distance to the mine. If it is close enough add the action to the menu. The action would take the closest mine and move it somewhere far away (a little island maybe?) using the setPos command. You could then add another mine to the engineer's inventory. It would be kinda like he picked it up... Share this post Link to post Share on other sites