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#1 Posted at 2013-08-13 20:36        
     
Hi there.
I've been doing some work recently making an interface to go with a breaching for Arma.

3D Explosives Interface

by
zorilya


Description:
It allows you to pickup, move around, throw, place, drop, and stick to walls and objects various explosives in Arma 3.
This allows for carrying or re-throwing Chemlights, adjustiing the position of that stupidly placed Claymore, Attaching the C4 to a wall or a satchel to a car making a nice and easy car bomb.

This kind of functionality makes the endless fidgeting with the action menu entirely unneccessary.

sadly it's still SP at the moment due to a few locality kinks to work out. soon though, it will be a multiplayer feature.


Usage:
setup
place "explosive_interface.sqf", "all_use_interface.sqf" and functions folder into your mission folder.

use
nul = [] execVM "all_use_interface.sqf";
to run the script for all player controller character. This will suit JIP when it becomes MP but it allows switching to transfer functionality in SP just now.
use
nul = [_unitName] execVM "explosive_interface.sqf";
in the init of the unit you would like to use it.

ingame
place explosive.
look at it and the option should appear to move it in the center of the screen and in the action menu.
Press "use selected action" key (not to be confused with or double mapped with "use Default action")
or
use action and have fun running around with it.

The first time you pick up a grenade and an explosive a message will appear with instructions on how to interace with the object including the keys you have mapped to "use selected action".

when action menu is NOT showing press the key mapped to you "use selected action" command to confirm placement of the explosive. if carrying a grenade you can hold the "use selected action" key to charge up a throw.
(not "use default action")

repeat until your heart is content :)

Note: you must have a Toolkit in your inventory to manipulate the more complex explosives i.e. satchel charge, AT mine, Bouncing mine and APERS Mine.


Known issues:
orientation of attached explosives on vehicles is tempremental.
carrying items whilst inside a vehicle whilst possible can be a little buggy.
trip mines are the exception. you cannot manipulate them due to the trigger area not moving with the 3d model.


Media:
initial release.


v1.1


ChangeLog
v1.1
ADDED: now works with switchable units and cleans up previous sript cycles on units not controlled by player.

ADDED: Funtionality to hold confirm key to charge up a throw for grenades

FIXED: occasional conflicts and crashes when the confim key was press very quickly.



Repaired v1.1 link
http://rapidshare.com/files/3834407908/zorilyas%203d%20Interface%20v1.1.rar

This post was edited by zorilya (2013-08-24 01:45, ago)


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#2 Posted at 2013-08-14 04:36        
     
AMAZING!!!
May I use it in my HGFramework?
Please let it be a scipt! I hate addons ;)

This post was edited by Coding (2013-08-14 04:49, ago)


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#3 Posted at 2013-08-14 08:26        
     
# Coding : AMAZING!!!
May I use it in my HGFramework?
Please let it be a scipt! I hate addons ;)

i wouldn't mind at all but you might want to wait until i've got it completely multiplayer compatible. :)


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#4 Posted at 2013-08-14 09:38        
     
That sounds good :D


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Bdolf  



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#5 Posted at 2013-08-15 00:14        
     
What problems do you have concering locality?

[URL="http://forums.bistudio.com/showthread.php?154744-Roadside-IED-Script"]Roadside IED Script[/URL]

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#6 Posted at 2013-08-15 09:49        
     
# Bdolf : What problems do you have concering locality?

updating the position of the charge on all clients when it is being moved.... grenades seem to do it automatically so i guess they were made to work over the network. I've put in a few changes but i haven't been able to get people to test it out with me yet.


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#7 Posted at 2013-08-15 11:28        
     
I would test it with you!
join me on teamspeak 3:
ts.bascommunity.net
just poke me


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#8 Posted at 2013-08-15 11:59        
     
# Coding : I would test it with you!
join me on teamspeak 3:
ts.bascommunity.net
just poke me
are you on the dev build?

This post was edited by zorilya (2013-08-15 12:12, ago)


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#9 Posted at 2013-08-15 12:37        
     
Very nice. Great Job!


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#10 Posted at 2013-08-15 12:59        
     
no, but I can switch over if you want to
I load it :D
ready in ~15 minutes


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#11 Posted at 2013-08-15 16:43        
     
Great¡¡¡ i suggested that its posible to attach the chemlight to the helmet or vest? like ACE? its more realistic i think
*SCRATCH*

Thanks¡¡¡ and good job¡¡


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#12 Posted at 2013-08-15 16:57        
     
# GREENBERET40 : Great¡¡¡ i suggested that its posible to attach the chemlight to the helmet or vest? like ACE? its more realistic i think
*SCRATCH*

Thanks¡¡¡ and good job¡¡

I agree but i'm yet to put it in.... really works for a survival horror atmosphere though hehe


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#13 Posted at 2013-08-15 17:38        
     
VERY NICE!


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#14 Posted at 2013-08-15 21:23        
     
~S~


Great Job zorilya. I bloody love it. Im looking forward to see it developed and use it in the Arma.

Cheers


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#15 Posted at 2013-08-16 03:10        
     
Wow very nice can come up with all kinds of game play ideas. is it possible for ai to use this an like say place a large satchel under a truck like shown than try to drive into a enemy base an detonated simulating car bomb?