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Operation Arrowhead Patch 1.62

Operation Arrowhead Patch 1.62

Das aktuelle Käfer Reduktions Pflaster für Operation Arrowhead, mit besonderem Hinweis auf die ebenfalls erhältlichen Beta Builds, welche meist bereits weiter fortgeschritten sind.

ArmA2 Beta Patches

ArmA2 Beta Patches

Bohemia Interactive bietet allen interessierten Usern die Möglichkeit, sich aktuelle Beta Builds für ArmA2 herunterzuladen. Die Updates installieren sich seperat zur "Vollversion" - ArmA2 kann also weiterhin mit oder ohne den neuesten Beta-Patch gestartet werden. Selbes gilt auch für Operation Arrowhead.

ArmA2: Operation Arrowhead für 22,41€ inkl. Versand vorbestellen! …ein Teil des Geldes geht an uns und hilft dabei A-A.de im Netz zu halten.

JTD Mines

Claymore#1
Für alle, welche auch ohne ACE2 Claymore-Antipersonenminen verwenden möchten, gibt es nun die erste Version der JTD Mines. Sie basieren auf den Claymores von Pingu (ArmA1) wurden aber etwas überarbeitet. Veröffentlicht wurde dieses Addon von TRexian im BIS-Forum
.

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Readme


Readme for the JTD Mines - claymore - addon for ArmA2
Ver. 03b

JTD:
-- DMarkwick
-- ReconPathFinder
-- TRexian
=====================================================
Description:
The claymore is an effective anti-personnel mine developed by the US that has been duplicated by many other countries.

=====================================================
Information:

Classnames:
Claymore - "ClaymorePrimary"
Claymore Ammo Box - "ClaymoreAmmoBox"

Disarm: if you are close to a claymore you can disarm it (including editor-placed/spawned mines). If you are a class that does not have the ability to disarm mines, there is a (small) random chance that you will set off the mine. If you are a class that can disarm mines, there is a smaller chance that you will set off the mine while trying to disarm it (it is small, but greater than zero). Once it is disarmed, such classes have the option of placing the mine back in their inventory.

*** Caveat: a mine that is picked up will be placed in the primary magazine slots. If those slots are already full, the claymore will still be placed in the inventory. The player must then drop objects to view the claymore. This is unrealistic, but I haven't sorted out a way around it.


=====================================================
Implementation:
********************
Editor placed:
There is a new set of "empty" objects "JTD mines." Select the claymore and place it on the map. The icon should be self-explanatory as to which direction it faces. Red side is where it explodes towards. You can rotate it as you would any other object. For editor-placed claymores, the default tripwire distance is 6m. It can be set up to 15m by placing in the init line of the claymore:

this setVariable ["JTD_twLength", 15]

Where the number is the length you want the tripwire to be.

The pitch is a random number from -2.5 to .5.

To set the pitch manually within the editor, place this in the init line of the claymore:

this setVariable ["JTD_pitch", 1]

Where the number is the pitch you want.

********************
Spawned:
To spawn a claymore or claymores, there is a function that needs to be called. It requires parameters such as this:

_spawnMine = [_position, _direction, _pitch, _twLength] execVm "\JTD_mines\scripts\JTD_fnc_spawnClaymore.sqf";

The parameters should be self-explanatory. The pitch is, in my experience, anywhere from -2 to +2 or so. You can get a feel for that by using the in-game claymore and sighting it in. The information will be hinted.

***Caveat*** - if a claymore is spawned in a position where the trigger already contains something that will set it off (including another claymore), it will immediately explode.


********************
Player placed:

To place a claymore, you must either be kneeling or prone. Then use the addAction to place the claymore. When you do that, you may need to back up a bit to view it and get the additional addactions to sight it in, attach a tripwire, disarm it, or take the safety off.

Safety Off/Detonate: for each placed claymore, there is the option of manual detonation. To do this, first select safety-off for the mine you want to detonate. Then, when ready, select the detonation action for the desired mine. Given the prevalence of wireless remote communication equipment, there is no limitation to the distance for detonation.

Tripwire: be very careful where you go when you end it, otherwise you might set it off! It will extend from the claymore in a straight line in the direction you are standing when you select the "End tripwire" action. The maximum length of the tripwire is 15m. If you are beyond that, the tripwire will be automatically cut at that length. Any vehicle can set off the claymores, including air vehicles that are very near the ground.

*** Caveat: once the tripwire is attached, there is no option for manual detonation.

Sight in: this is very useful for setting ambushes, so that the claymore is properly aligned toward the target area. Press q or esc to exit the sight-in screen. Also, the angle and the pitch will be hinted.

Markers:
A marker will be placed to show where you have placed mines. It does not show direction, however.
Benötigte Downloads
CBA (Extended Eventhandler A2) 224 kB
Autor: DMarkwick&TRexian
Datum: 01.03.10 um 06:42 Uhr
Dateiformat: *.7z
Dateigröße: 1.34 MB

"JTD Mines" herunterladen
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Version 1.00, Final

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