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_Pingu_

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Everything posted by _Pingu_

  1. Did lowering the fragments alleviate the issue at all?
  2. Perhaps the delay is because I increased the number of fragments. What kind of a PC are you runnning? Anyone else having problems with a substatnial delay? I think a very slight drop in FPS is acceptable for reasonably specced machines as the alternative is having unrealistic ballistics and less effectiveness.
  3. Err, you posted while I was editing so just to make it clear I now have a place in your heart forever. Try the claymores alone on an empty mission? Does it still happen? Can you try them without your other addons too please.
  4. I'm working on getting claymores working inside buildings and on rooftops now. My config doesn't even TOUCH CfgModels, does anyone have any ideas? edit: As for the safety thing, I think it would be worse to have them disappearing as it would be confusing having an already cluttered menu with items appearing and disappearing. I will leave it as is, I hope you understand why. You only need to safety off when you are actually going to blow the claymores so it doesn't really create any more clutter than before. edit2: Turns out getpos with buildings is fucked, I've fixed the problem by placing the claymore relative to the player model via modelToWorld. So, nasty details aside the claymores now work as you'd expect inside buildings, on rooftops, anywhere you can stand. Here they are: http://rapidshare.com/files/93346636/claymore.pbo.html I doubt the config issue is fixed in these but give it a go, I've reworked the explosion mechanism in this version so that you can no longer see the shell dropping and it works while the claymore is floating in mid-air (which can happen if you place it over the edge of a building). Hell, you could hang the things from trees if you could stand in them. Only problem with placing these in building is that like grenades, the actual explosion comes from the ground below so if you're on a fourth floor you have to rely on the shrapnel alone. Not that I recommend placing claymores inside buildings.
  5. I don't use event handlers on anything but my claymore crate though, thus there's no issue.
  6. No idea what those RPT errors are and how to fix them, extended event handler was causing bugs in multiplayer too so I've ditched it, gone back to the ammo box version. The world doesn't revolve around extended event handlers, I think we can do without. The tripwire works fine when placed to the rear of the mine for me, try the latest version and let me know. DMarkwick, while I do sympathise that this new tripwire method is less versatile, if you use it in in a 'parallel ambush' sort of configuration which you will want to 99% of the time you will not have a problem and it's actually much easier. The old tripwire was not an accurate representation of reality, as stated you would not be able to set up a multi-point tripwire very easily. As a bonus, it allows the claymores to be disarmed if spotted as you can pretty easily guess where the tripwire is and approach from the rear. The old model isn't accurate either as it's just two points "suspended" in space while in real life there would have to be a third leg going from the claymore to the start of the trip which would confuse people. As another bonus it makes it harder for people to be complete jackasses with claymores in say, pvp games. I'm talking from what I've gathered from people with experience with claymores here, if someone wants to correct me go ahead. Those without real experience, please voice your opinions too. Here they are without event handlers. http://rapidshare.com/files/93312643/claymore.pbo.html
  7. I'll try to get the timer into the next version, I've got to feature freeze at some point though and this feature isn't quite as easy as it may seem. Thanks for all your feedback guys, this will be the final version bug fixes aside. Please test it thoroughly. It has safety for the clackers, realistic tripwire system, the sights move twice as fast with no accuracy loss (they're more touchy) and lowered texture resolutions. I've also fixed the problem with the tripwire being twice as long as it should be by making it half as long, no idea why I have to do that but it works. Oh, and they now use extended event handlers so you no longer need the crate but you do need that addon. http://rapidshare.com/files/93075216/claymore.pbo.html
  8. I'll take a look at the tripwire too large bug, it's always going to have to be a meter or so fat though it shouldn't be WAY off lengthways. As for your realsm concerns, I completely agree and will modify it to only allow you to place one end point, starting point always being the claymore. This should also prevent people from doing really stupid shit with the tripwires as a bonus. Would it be possible (however pointless) to attach multiple tripwires to the same claymore? I'm concerned about players accidentaly detonating the claymores too, do the clackers have a safety setting? I'm thinking of replacing "Detonate claymore" with "Clacker safety off". Once you hit safety off, you will have the detonate claymores options for 10 seconds or so, then the safety will automatically go back on. This way you can safety off a single claymore, blow that one safely or safety off the bunch and blow them all very quickly. Generally, how long are the cables supplied with the claymores? Right now I'm allowing them to be detonated out to about 1200 meters and calling them wireless claymores but I want to change that now. Anyone have any clacker sound effects? I did get inspiration from the CoC mines, I think I've improved on them too in terms of realism and useability. Unfortunately I can't salvage much of it. I've already written my own implementation of the physics which was the tricky bit, which only leaves the models. The models however, are quite OFP looking. I don't want to put a lot of work perfecting the physics of something that looks terrible in game. If any modellers want a mon-50, 90, 100, 200 or a bouncing betty in game provide me with a mildly nice o2'd textured model and I'll get to work in the near future. Also, anyoen know if my textures way too big? They're 2048x2048, which make the addon huge. They don't seem to affect performance but I'm more concerned with filesize. Any way to compress them as paa files? Plenty of questions there, hope you guys can collectively answer most. Thanks.
  9. I was thinking, and I doubt this can be implemented by this release, of using two sort of sticks coming out of the ground (like in vietcong if any of you have played it), so that you actually have to hide the end points of the tripwire. Dunno how I'd stretch the tripwire out though, maths gets a little tricky to plot models on a slope too. This is why I quite like the invisible tripwire for now.
  10. I'm afraid I have no idea what buzz sound you mean. So no, I guess.
  11. http://rapidshare.com/files/92809292/claymore.pbo.html I beleive the sound playing over and over is fixed in this version. I've also made some ballistic changes after testing in multiplayer, turns out the engine can handle the 700 ball bearings that the claymore actually has (up from 200). Now the claymore is much more likely to hit it's target, I've reduced the damage of each bearing at the same time so you're still going to kill at close range but at longer ranges you're more likely to mame (as less bearings are hitting the same target). I absolutely cannot be fucked going through and rewriting all of my scripts to have tagged everythings at this point, your suggestion is noted though. Realistically, you're not going to see a decent tripwire. I do understand that it adds to gameplay though and if anyone has a relatively easy way to draw a thin rectangular prism of variable length going from one point to another, speak up and I'll see about adding it. The trigger is actually 1 meter wide, any smaller and it does not work reliably. If someone lags through the trigger, it won't go off.
  12. Hokai guys, new claymore with tripwire: http://rapidshare.com/files/92793812/claymore.pbo.html Tell me what you think about the interface, you can add as many tripwires to a claymore as you like. Don't bother mirroring as I'm going to release soon anyway.
  13. I've just implemented a tripwire feature, you can set a beginning point and an end point, a thin trigger then goes between the two points and blows the claymore when anything gets inside it. There's a five second delay between placing the tripwire and it becoming active, I'll release it as soon as I'm finished polishing it. If that mon-200 model is good, I can use it. I'd love the effects DMarkwick, let me know if you get them working. (Also, could you please put the textures and such in textures folder? aaaaaaa is rather confusing or whatever it was).
  14. It's not actually the sound you sent me, I liked it so much I went out and found the source then edited it to be a bit more scary. I'd love for you to get effects working, I very much liked them too. As for proximity detonation, I'm seriously considering including them as an optional detonation method. I think you guys are old enough to decide if you can or want to virtually breach several international treaties. I'm thinking of having an option to lower and raise a seismic sensor sensitivity up to about 30 meters and being able to place that sensor anywhere then get the fuck out of there. It will not have friend or foe identification as realistically it can't. As for the opfor MON-50 and MON-90, I'd love to implement them and if anyone can provide o2'd textured models of at least comparable quality to the current claymore I will implement the physics.
  15. Thanks for the mirror russin.
  16. No, sorry D: It would take me several hours. Mirrors anyone?
  17. _Pingu_

    Pingu's claymores

    If you're adding the claymores to equipment, be sure to add the box somewhere on the map or the scripts won't be initialized. As for sighting, I've been thinking of simulating the peep sight on some models of the claymore, just a slit optic thing that points in the same direction as the claymore.
  18. _Pingu_

    Instant viewdistance

    Happy to fix the claymores too, as soon as you work out what's conflicting.
  19. _Pingu_

    Pingu's claymores

    That looks pretty good DWMarkwick, with a little tweaking I think that could look about perfect. Is there a way to get that some a little more billowing? In your example it goes a bit high too fast. I'm looking for something as close to this as possible: http://www.youtube.com/watch?v=D2QuouHYJ1M The wind in that video is quite strong though, so it would probably linger in most arma winds a lot longer. The one thing that seems quite unnatural about your explosions is the immediate smoke plume that's way above the rest of the smoke. I'd want it to billow up there eventually, not immediately. If we can tweak that out, I'd love to use your effects. Can we get the smoke to linger for a while too?
  20. _Pingu_

    Pingu's claymores

    I am personally not going to add trip wires any time soon, however I do acknowledge that some countries still use them and if someone wants to script them I'm happy to include it, it would probably be a seperate ammo box with the tripwire claymores. It shouldn't be too hard to script just a trigger between two points, if you want to do this and need some help just let me know. I've been trying to get the effects a bit more realistic but I'm not finding it easy. I wanted to have lingering smoke from the explosion however I just can't get the cloudlets to do anything useful, if anyone's done any effects before I'd love some help here. Yes the bearings are just decreased in number and increased in damage. The ball bearings do make sounds, the sound is that of a normal bullet hitting the dirt. There's no larger peices of shrapnel scripted however.
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