Jump to content
Sign in to follow this  
TRexian

claymore mine config issue

Recommended Posts

As some may have noticed in various other threads, I am working on an update to Pingu's claymores. His was a very effective implementation, but, for some insane reason, I think I can do it better.

Yeah, crazy, I know.

One issue I'm trying to overcome is the change from A1 to A2 with cfgAmmo and cfgWeapons and cfgMagazines all being separated out.

Ideally, I'd like to have the claymores simply as "mines" that are put, then have useractions kick in to allow the player to disarm/sight in/attach tripwire. However, I've been unable to get the useractions to work.

I think I need a fired eventhandler, but am unsure whether to try to attach it to the base man, in which case every time he fires, it would be checked, or to attach it to the mine itself, so it is initiated when the mine is put. However, I am unsure where to set up the eventhandler. I can put the userActions for cfgVehicles for the editor placed version, but not for the player placed version.

Any assistance would be greatly appreciated.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×