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Author Topic: Antipersonal mine  (Read 4027 times)

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Hartza

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Antipersonal mine
« on: 20 Aug 2002, 17:30:31 »
How do I create antipersonal mine with out using any objects ?

I saw something witch uses camcreate command ...

How to use it ? ???

Offline icarus_uk

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Re:Antipersonal mine
« Reply #1 on: 20 Aug 2002, 17:34:24 »
Without any addons.

Make a trigger with area whatever you want.  Make it to detect any side you want.

In the activation field put;

grenade="HandGrenade" camcreate (Getpos This)

Now when the trigger is activated, a grende will be created and blow you up.  Note this type of mine takes out about 3 - 4 members of a squad in wedge formation.

SEAL84

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Re:Antipersonal mine
« Reply #2 on: 20 Aug 2002, 17:35:26 »
Bah!  Icarus beat me to it so I had to delete mine  :(
« Last Edit: 20 Aug 2002, 17:36:17 by SEAL84 »

T.S.C.Plage

  • Guest
Re:Antipersonal mine
« Reply #3 on: 20 Aug 2002, 20:11:13 »
If you want a bigger one use a pipebomb but with "this setdammage 1".

Scratchdat

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Re:Antipersonal mine
« Reply #4 on: 20 Aug 2002, 22:33:06 »
Hey Plage what's the difference between a pipe bomb and a satchel charge? I've never seen a soldier lay of throw a pipe bomb. Or is a pipe bomb the grenade which can be shot from the under-extension of an m16?

T.S.C.Plage

  • Guest
Re:Antipersonal mine
« Reply #5 on: 21 Aug 2002, 00:50:58 »
I think it's the same but in the game it's called "pipebomb"!

The "pipebomb" is that explosiv a SpecOps or Speznaz carries with him.

Hartza

  • Guest
Re:Antipersonal mine
« Reply #6 on: 21 Aug 2002, 09:44:36 »
Thanks Icarus !

But,  if I make it to detected by any will it explode if plane or chopper is flying over it  ???

If so, can I define that it is exploded only by ground forces ...

Offline LCD

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Re:Antipersonal mine
« Reply #7 on: 21 Aug 2002, 09:59:36 »
just put in da condition field

"Land" count thislist > 0

wil make only land units activate it

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Hartza

  • Guest
Re:Antipersonal mine
« Reply #8 on: 21 Aug 2002, 10:38:13 »
Roger that !

I will test it today  

Thanks guys  :thumbsup:

Hartza

  • Guest
Re:Antipersonal mine
« Reply #9 on: 21 Aug 2002, 20:35:15 »
It works, basicly ...

But I cannot make this "only land unit activates" working: "Land" count thislist > 0
Mine wount explode. If I replaced it with: this  ,BOOOM!

And how do I use this this setdammage 1 thing ?

HandGrenade won't explode, actually
only things that seems to explode are shell75,105,120,125

 ???

Hartza

  • Guest
Re:Antipersonal mine
« Reply #10 on: 21 Aug 2002, 20:40:02 »
.... stupid me ..... :-[

Handgrenades game name is grenade and it explodes OK.

It seems to be most realistic one explode.

But there is still that "only land unit activates" thing ...

mikeb

  • Guest
Re:Antipersonal mine
« Reply #11 on: 21 Aug 2002, 20:50:08 »
could you use the distance command instead of a trigger radius?  Or does the distance exclude height limits like the triggers?

Hartza

  • Guest
Re:Antipersonal mine
« Reply #12 on: 21 Aug 2002, 21:15:30 »
DONE  :cheers:

This is how it works.

Trigger activated by anyone
Radius: 2-3m ( or desired )
Condition: "Land" counttype thislist > 0  
Activation: mine="grenade" camcreate getPos player

Now, any land unit detonates mine, but non air unit.

Thank guys, for helping me !

Hartza

  • Guest
Re:Antipersonal mine
« Reply #13 on: 21 Aug 2002, 22:45:29 »
 :'( :'( :'( :'(

It not working right ...

I mean mines are exploding, but in wrong places ...

I have to use Game logic with this ...

create game logic and name it, like g1
 chance activation:Activation: mine="grenade" camcreate getPos g1

put this gamelogic on top of that detonation trigger or any place where you want that explosion happening.

if you make several mines with copy/paste,  you have to change that g1 to g1_1, g1_2, etc.

this is working version, but takes more time to do ...

Offline Sui

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Re:Antipersonal mine
« Reply #14 on: 22 Aug 2002, 06:31:17 »
Welcome to the new forums guys,

Hartza, try something like this:

Trigger

Radius: about the size of a mine
Condition: anyone present
Condition field: "Land" counttype thislist > 0
OnActivation: boom = "grenade" camcreate getpos (thislist select 0)

That will create your grenade at the position of the first unit (and generally the only unit) to enter your trigger's radius.

The way you were doing it previously would always kill the player (using getpos player), no matter which unit trips the trigger
« Last Edit: 22 Aug 2002, 06:36:07 by Sui »