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https://github.com/mange/hehu_tripflare
Trip-wire mines for Arma 3 which shoots flares instead of 'asploading you.
https://github.com/mange/hehu_tripflare
Last synced: 18 days ago
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Trip-wire mines for Arma 3 which shoots flares instead of 'asploading you.
- Host: GitHub
- URL: https://github.com/mange/hehu_tripflare
- Owner: Mange
- Created: 2015-01-12T22:45:44.000Z (almost 10 years ago)
- Default Branch: master
- Last Pushed: 2015-01-28T22:27:42.000Z (almost 10 years ago)
- Last Synced: 2023-04-10T08:21:33.338Z (over 1 year ago)
- Language: C++
- Size: 160 KB
- Stars: 1
- Watchers: 2
- Forks: 0
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
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README
# @hehu_tripflare (Arma 3 addon)
> Trip-wire mines which shoots flares instead of 'asploading you.
## Why?
Use them to see enemy advancements instead of killing a few of them. A flare allows you to detect any number of units in a force, while an explosion is hard to locate and will only kill a handful at most.
## Status
This is my first Arma 3 mod. It's very much the work of an amateur.
There seems to be no way of detecting when a mine is detonated, so the script works in this way:
1. Find all mines on the map.
2. Spawn a function that waits for the mine to disappear.
* When mine is gone, trigger detonation.
3. Attach event handler to player that repeats this on any newly placed mines.
* This needs to be broadcast to every other player!### Video
[![See video on YouTube.](http://img.youtube.com/vi/Q7QojMsZC7w/hqdefault.jpg)](https://www.youtube.com/watch?v=Q7QojMsZC7w)
### Problems
* When triggering a mine within 2 meters from a disabled mine, it does not fire a flare.
* Only the "owner" of the mine sees an explosion effect and hears the flare sound when a mine is triggered.## Building
Check out the repository, make sure Arma 3 Tools from BIS is installed and copy `make.example.bat.txt` into `make.bat`, edit the paths in it and then run the batch file.
The finished mod will be placed in `target_directory` that you specify.
## Class names
### Magazine classes
Use them to add things to inventories.
`HEHU_FlareTripMine_Wire_Mag`
`HEHU_FlareTripMine_Red_Wire_Mag`
`HEHU_FlareTripMine_Yellow_Wire_Mag`
`HEHU_FlareTripMine_Green_Wire_Mag`
`HEHU_FlareTripMine_Blue_Wire_Mag`### Ammo classes
Use them to find mines on the map, or to spawn them, I guess.
(Mines)
`HEHU_FlareTripMine_Wire_Ammo`
`HEHU_FlareTripMine_Red_Wire_Ammo`
`HEHU_FlareTripMine_Yellow_Wire_Ammo`
`HEHU_FlareTripMine_Green_Wire_Ammo`
`HEHU_FlareTripMine_Blue_Wire_Ammo`(Flares)
`HEHU_TF_40mm_White`
`HEHU_TF_40mm_Red`
`HEHU_TF_40mm_Yellow`
`HEHU_TF_40mm_Green`
`HEHU_TF_40mm_Blue`### Functions
**`HEHU_TripFlare_fnc_Placed`**
Call with the mine object inside an array to register a mine.
```sqf
[_mine] spawn HEHU_TripFlare_fnc_Placed;
```**`HEHU_TripFlare_fnc_Activate`**
Fire a flare from the location provided.
```sqf
[getPos player, "HEHU_TF_40mm_Red"] spawn HEHU_TripFlare_fnc_Activate;
```## Awknowledgements
Thanks to the following people, which I reverse-engineered stuff from:
* [Amit](http://forums.bistudio.com/member.php?130119-Amit): [[Tutorial] Simple Re-texturing Guide (From Start To Finish)](http://forums.bistudio.com/showthread.php?161027-Tutorial-Simple-Re-texturing-Guide-(From-Start-To-Finish)) - Thank you for telling me how to create a small addon, how to inherit the BIS stuff and patch them.
* [flyinpenguin](http://forums.bistudio.com/member.php?144624-flyinpenguin): [EMP Pack -WIP-](http://forums.bistudio.com/showthread.php?178067-EMP-Pack-WIP) - I would never have figured out how to run a script on mine detonation without this little addon. Thank you!## Copyright
Uses assets from Bohemia Interactive. Everything belongs to them, as I claim no copyright over my work here.