Another PMC evaluation version:
http://www.mediafire.com/file/4u13r1nu6 ... nes_PMC.7z
This has the claymores and bounding mines.
Readmes:
Readme for the JTD Mines - claymore - addon for ArmA2
Ver. 05a
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. This package contains the US M18 "claymore" and the Russian MON-50.
=====================================================
Information:
Magazines:
Claymore - "JTD_ClaymorePrimary"
MON-50 - "JTD_MON50Primary"
Objects (warning: these do not spawn in the "normal" way):
Claymore - "JTD_Claymore"
MON-50 - "JTD_MON50"
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: If there are not sufficient magazine slots for a disarmed mine, the player will be notified. The player must then drop objects to pick up the mine.
=====================================================
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, _mineType] 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.
The variable "_mineType" must be a recognized one. For US claymores, it is "CLAY" (as a string) and Russian MON-50 is "MON" (as a string).
So, a valid spawning command for a MON-50 at the player's location would be:
_spawnMine = [(getPos player), 90, 0, 15, "MON"] execVM "\JTD_mines\scripts\JTD_fnc_spawnClaymore.sqf";
***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.
Misfires:
There is a small chance that the mine will misfire when detonating. You should have a backup plan, just in case.
Damage:
The claymore is basically lethal within 20m along the axis of the explosion. Its effects drop off significantly beyond that, and towards the sides of the explosion.
Readme for the JTD Mines - bounding mine - addon for ArmA2
Ver. 05a
JTD:
-- DMarkwick
-- ReconPathFinder
-- TRexian
=====================================================
Description:
The bounding mine is an effective anti-personnel mine developed during World War II and duplicated by many countries. This package contains the US M16A and Russian OZM-72 bounding mines. When a bounding mine is triggered (either via tripwire near the mine or by command detonation), it "bounces" upward approximately a meter, then explodes, sending shrapnel in all directions.
=====================================================
Information:
Classnames:
Magazines:
M16A bounding - "JTD_M16APrimary"
OZM-72 - "JTD_OZM72Primary"
Objects (warning: these do not spawn in the "normal" way):
M16A bounding - "JTD_M16ABetty"
OZM-72 - "JTD_OZM72"
Disarm: if you are close to a bounding mine 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: If there are not sufficient magazine slots for a disarmed mine, the player will be notified. The player must then drop objects to pick up the mine.
=====================================================
Implementation:
********************
Editor placed:
There is a new set of "empty" objects "JTD mines." Select the bounding mine and place it on the map. The trigger distance for the mine is 2m (radius).
********************
Spawned:
To spawn a bounding mine or bounding mines, there is a function that needs to be called. It requires parameters such as this:
_spawnMine = [_position, _mineType] execVm "\JTD_mines\scripts\JTD_fnc_spawnBounding.sqf";
The parameters should be self-explanatory.
Valid minetypes are "M16A" (as a string) and "OZM72" (as a string). So, a valid spawn command to create an M16A at the player position would be:
_spawnMine = [(getPos player), "M16A"] execVM "\JTD_mines\scripts\JTD_fnc_spawnBounding.sqf";
***Caveat*** - if a bounding mine is spawned in a position where the trigger already contains something that will set it off (including another bounding mine), it will immediately explode.
********************
Player placed:
To place a bounding mine, you must either be kneeling or prone. Then use the addAction to place the bounding mine. When you do that, you may need to back up a bit to view it and get the additional addactions to arm it, disarm it, or take the safety off.
Safety Off/Detonate: for each placed bounding mine, 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.
Arm bounding: when you set a bounding, you will also have the ability to immediately "arm" it. This replicates the action of setting tripwires for it. In effect, a trigger with a 2m radius is created. Once you arm it, you have approximately 3 seconds to get beyond the trigger. This removes the ability to command detonate it.
*** Caveat: once the bounding mine is armed, there is no option for manual detonation.
Markers:
A marker will be placed to show where you have placed mines. It does not show direction, however.
Misfires:
There is a small chance that the mine will misfire when detonating. You should have a backup plan, just in case.
Damage:
The bounding mine is basically lethal within 10m of the explosion. Its effects drop off significantly after that.
*** Caveat: there is a delay in the detonation of the mine. It may seem that the trigger area of the mine either does not exist or is quite small. However, this perception is due to the delay.
Sic Semper tyrannosauro.