Readme for the JTD Mines addon for ArmA2
Ver. 05a
JTD:
-- DMarkwick
-- ReconPathFinder
-- TRexian
=====================================================
Description:
This addon features mines for players and mission makers. It currently features:
- claymore/directional anti-personnel mines
- bounding mines
- various IEDs
- anti-mine warning signs
Requirements:
- none that I know of.
Issues:
May conflict with ACE2 in some unknown way.
Untested in MP environment.
=====================================================
***IMPORTANT INFO***
Classnames:
Magazines:
Claymore - "JTD_ClaymorePrimary"
MON-50 - "JTD_MON50Primary"
M16A bounding - "JTD_M16APrimary"
OZM-72 - "JTD_OZM72Primary"
Red sign - "JTD_RedSignPrimary"
Red post - "JTD_RedPostPrimary"
Objects (warning: these do not spawn in the "normal" way):
Claymore - "JTD_Claymore"
MON-50 - "JTD_MON50"
M16A bounding - "JTD_M16ABetty"
OZM-72 - "JTD_OZM72"
Red sign - "JTD_warnSignRed"
Red post - "JTD_warnPostRed"
Mine Ammo Box - "ClaymoreAmmoBox"
- 50 each of the mines
- 5 each of the posts
=====================================================
Main features (see readme for the specific variants):
Mines -
Mines that are placeable via the editor (Empty -> JTD Mines), scripting (spawning), and the player. For mines placed by the player, a marker shows the placement.
The placed mines can be disarmed, with a small possibility of accidentally discharging the mine. Units that are capable of disarming mines (Engineers and certain special forces) may also be able to pick up disarmed mines.
Player-placed mines can be sighted-in, attached to a tripwire, or triggered remotely.
IED Module -
There are 4 types of IEDs, including a homicide bomber. These are found in the Game Logics, under JTD_Mines. The different Game Logics allow the mission maker to specify a particular place for an IED, an object or array of objects, a particular area of road, or a named "man" class unit on the map. By using the setVariable command in the init line of the Game Logic, certain qualities such as the trigger radius and blast magnitude (and more, as appropriate) can be defined by the mission maker.
These IEDs can also be spawned by referencing the underlying scripts.
Trash Module -
This is an attempt to alleviate the "sterile" feel of ArmA urban terrains. It creates a more cluttered environment, by placing objects that are unusable trash.
=====================================================
Installation:
The archive contains a folder structure \@JTD\addons - simply extract the archive someplace and place the @JTD folder in your ArmA2 root folder. There is also a \keys\ folder that contains the JTD bikey - place this file in the \keys\ folder in your ArmA2 root folder.
(This is the same installation as the other JTD addons, which you should already have.)
More detailed installation:
Within the archive are 3 pbos (with signature files): JTD_Mines, JTD_IEDs, and JTD_trash. Place all of these in the addon folder of your choice.
********************
Anyone can use this addon for use in ArmA2, including hosting the files for download. It must remain intact with this readme. Anyone wishing to include this addon in their own package have that permission, and although not a requirement, you might like to drop a line at either OFPEC or BI forums to let us know.
The addon may not be altered without permission for public use. In the spirit of community sharing, without which this addon wouldn't exist in the first place, all scripts can be viewed and purloined for further use, with credits, as long as the addon itself remains intact as per the official release.
=====================================================
FAQ
***What's the downside?***
There may a performance hit if several mines go off at the same time. The anti-personnel mines particularly generate quite a bit of shrapnel.
Also, land combat becomes more dangerous. Infantry beware.
***What should I watch out for?***
If you place JTD mines in the ArmA2 editor, and you preview the mission, you will then create an addon dependancy written into the mission.sqm file. Exactly the same as if you'd used any other addon in your mission. That will require all users of the mission to have the JTD_mines addon.
***For mission makers and players?***
Please refer to the readme for implementation information as to the specific mine you are interested in.
***Bonus***
A pdf of various US Army Field manuals for the claymore is available here:
http://www.mediafire.com/file/gtczld1ni ... aymore.pdf
***What's next?***
Personal wishlist:
- Dialog for the mine interactions.
- Improved animations.
- Ability to set multiple tripwires for a single mine.
- Ability for editor-placed/spawned mines to have a "lateral" tripwire.
- Ability to attachTo objects.
- Eventhandler to deal with the situation if the mine is destroyed.
- Have visual countdown of how far the mine is, within the addaction.
=====================================================
Credits/Thanks:
Pingu, for the ArmA version
OFPEC
- h- for setVariable help
- DeanosBeano for config help
ACE
- for inspiration and motivation
- Sickboy
PMC
- SnakeMan for support/testing
UK_Force
Dr_Eyeball
Deadfast