JTD mines

ArmA 2 editing; configs, modeling, missions, textures, terrain etc.

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JTD mines

Post by T_Rex » 2010-01-21 18:46:50

Hey SnakeMan,

I've kinda stumbled into a project that involves the claymore mine. Do you guys have one of those for Vietnam? Do you want one?

At this point, I have a proof-of-concept that is dependent on ACE2. But, DM worked with Pingu on a claymore for A1, so I think we can either glean permission or presume it ;) to update the A1 stuff and use it in A2.

Once the claymores are done, the stuff can be extended to the other types of mines, also.

There is a WIP vid here:
http://www.youtube.com/watch?v=-mquVcBOebA
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Re: JTD mines

Post by Snake Man » 2010-01-22 06:43:53

In VTE we are working on for:

P40 Apple
Bouncing Betty
Claymore
M49 Trip flare
M14 Mine
MON-200
POMZ
Whip trap

On the final alpha none of them were working but the 3d models were in by NeF who did great job with them. I hooked up with Vigilante and I'm not sure but maybe you've already seen the whip trap youtube video of the work he did. VTE is still missing models for Claymore and one or two of other mines.

So to put it simple, yes. Yes we are interested and any help & cooperation would be appreciated :)
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Re: JTD mines

Post by T_Rex » 2010-01-22 14:59:54

I am in the process of dropping the ACE dependency for various reasons.

We're updating Pingu's stuff, and I'll let you know how it goes.

Once the claymore is done, I think we can use that as a template for the others. We'll probably trade the config'ing and scripting for the models. ;)
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Re: JTD mines

Post by DMarkwick » 2010-01-22 17:14:48

I'm particularly looking forward to the implementation of AP mines. They are a sorely missed feature of ArmA2 IMO. Although it's true we're working together on this, my role will be more like aesthetic than config & functional :) plus, for various reasons, I'm particularly interested in the scripting-placement possibility of these items :)

Although ACE2 is a great product, there is a danger that it'll become impenetrable to a lot of players. A lot of features unique to ACE2 might never be seen by a lot of people, which is why we feel this work is important. Not that we can do it better, but that we can do it with more accessibility :)

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Re: JTD mines

Post by Snake Man » 2010-01-22 17:23:18

You should do JTD mines as "JTD mines", then the resulted work would be easily added to ACE2/VTE etc.

I'll try to help as best I can, giving the VTE models for you to use and so on.
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Re: JTD mines

Post by T_Rex » 2010-01-22 18:05:37

Yeah, that's kinda where we're headed at this point - a Mines addon. Eventually, I expect that each mine will be a different pbo, so people can use that which they want.

For the moment, I'm VERY against the all-or-nothing mentality in some addons. (PMC mods excluded from that list.) :D
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Re: JTD mines

Post by T_Rex » 2010-01-28 16:37:00

Wee little update.

http://i26.photobucket.com/albums/c114/ ... more05.jpg
Image

Have Pingu's basic functionality implemented. But, changing a bunch of stuff in the framework of it.

Good news is, though, that it makes a big boom. :D May try to get more vid of it this weekend.
Last edited by T_Rex on 2010-01-28 19:17:06, edited 2 times in total.
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Re: JTD mines

Post by Snake Man » 2010-01-28 18:14:51

Yeah I think the pingu's work should port pretty easily for ArmA 2, right?
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Re: JTD mines

Post by T_Rex » 2010-01-28 19:13:07

OOps - forgot about the image size. :) Will try to reduce and repost that.

I didn't use Pingu's A1 addon very much. But, as I'm getting into the scripting of it, I think there are areas for improvement. Really, make it more like ACE's implementation, but also include an editor based/spawnable version. One example is that Pingu had a proximity loop running all the time for each mine to detect if a player was near, and if so, give him the addactions associated with disarming/attaching a tripwire. I'm in the process of shifting those actions to the mine itself, so you get them simply by walking up to them.

Also, some smaller items, like a chance of not being able to disarm them. Plus, I've got to go through and tag all the global variables to minimize the risk of conflicting with something else.

I'll post a (semi-private, PMC-only) alpha as soon as it is appropriate.
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Re: JTD mines

Post by T_Rex » 2010-02-01 16:42:56

An issue I'm trying to overcome is the change from A1 to A2 with cfgAmmo and cfgWeapons and cfgMagazines all being separated out.

Ideally, I'd like to have the claymores simply as "mines" that are put, then have useractions kick in to allow the player to disarm/sight in/attach tripwire. However, I've been unable to get the useractions to work with the player-placed mine.

I think I need a fired eventhandler, but am unsure whether to try to attach it to the base man, in which case every time he fires, it would be checked, or to attach it to the mine itself, so it is initiated when the mine is put. However, I am unsure where to set up the eventhandler. I can put the userActions for cfgVehicles for the editor placed version, but not for the player placed version.

Any assistance would be greatly appreciated.
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Re: JTD mines

Post by Snake Man » 2010-02-01 17:03:23

I don't have any experience on this, Killswitch I'm sure can guide you to the right direction as it would probably come down to XEH eventhandler stuff. Also Vigilante should be able to help.
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Re: JTD mines

Post by T_Rex » 2010-02-08 03:20:15

Well, coming together rather nicely:

Brief utube vid of it:
http://www.youtube.com/watch?v=LqaMeraV1Hw

The addactions for sighting in the claymore, and attaching/ending the tripwire still need work, so it is not yet really releasable, even as beta. But, I think I have the fundamental things sorted out. :)

Also, I'm considering that it may not be particularly difficult to have some sort of logic that allows a mission designer to designate any object as an IED.
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Re: JTD mines

Post by Snake Man » 2010-02-08 05:51:20

Its looking good, I like it. Keep up the good work. Will be really nice to get some working mines for ArmA 2 :)
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Re: JTD mines

Post by T_Rex » 2010-02-11 17:22:03

Shhhh... don't tell. :)

I'm hoping to have at least one warning sign in the initial release. ;)

Image
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Re: JTD mines

Post by T_Rex » 2010-02-18 13:43:46

Ok, SnakeMan, I think I have a working proof-of-concept.

This is not even really an alpha release, consider this a just-for-PMC proof of concept. :D
http://www.mediafire.com/file/lyvmzjnmw ... sPMCpoc.7z

*** word of caution *** this version will spam your rpt with all sorts of debugging information :)

This 7zip has 2 archives within it.
- JTD_mines0217 - contains the 2 pbos that constitute the addon: Pingu's elements, then the JTD elements. Both are required.
- _mineTestMission - contains a simple non-pbo'd test mission.

I need to work up a readme, but here are the basics:
There should be a new set of objects JTD_mines, with 2 objects: the claymore, and a sign that is just a placeholder. You can place the claymores where you want. The icon should be self-explanatory as to which direction it faces. You can rotate it as you would any other object. For editor-placed (or spawned) claymores, the default tripwire distance is 6m. It can be set up to 15m by placing in the init line of the claymore:

Code: Select all

this setVariable ["JTD_twLength", 15]
Where the number is the length you want the tripwire to be.

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

Code: Select all

_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.

For the players, the claymore class is "ClaymorePrimary." There is a "ClaymoreAmmoBox" added, also, that you can create.

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. If you attach a tripwire, be very careful where you go when you end it, otherwise you might set it off!

There is still considerable work to be done to clean stuff up, but I think this works rather well. As usual, all feedback is appreciated. :)
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Re: JTD mines

Post by Snake Man » 2010-02-18 14:31:26

Thanks for the work you have put into this. I'll try it out as soon as I can.
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Re: JTD mines

Post by T_Rex » 2010-02-18 14:36:15

Good luck. :D

I'll try to have a decent readme within awhile... maybe a few hours.

The best idea is probably to try the simple sample mission first.

OH - and a warning - I'm not sure how compatible this is with ACE. I've tried to make it separate enough that there won't be any interference, but the ACE implementation is based heavily on Pingu's also, so there may be some clashes.

Also - just keep your expectations low. :) Otherwise, you may be disappointed. :D

Edit-
Bonus - was going to try to include this in the release, but it is ~14mb! Too big, so I'll just link to it. A compilation of US Army claymore manuals:
http://www.mediafire.com/file/gtczld1ni ... aymore.pdf

Edit 2:

A bit more robust 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 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.

// not implemented yet, but easy to do
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 "end tripwire." 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.
----------------------------------------------------
Edit:

A new vid:

http://www.youtube.com/watch?v=HDnRrq-pVSo
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Re: JTD mines

Post by T_Rex » 2010-02-22 13:48:33

Edit:

Getting ready to upload a "real" version. :)
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Re: JTD mines

Post by Snake Man » 2010-02-23 09:37:24

Okay thanks for updating, good to hear about the progress.
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Re: JTD mines

Post by T_Rex » 2010-02-23 15:47:35

Alas... last night, I went to do a *final* test of the package I was going to do a public release on, and realized that in 24 hours, things that I'd fixed were broken again.

WTF?

So, I'm going to try to re-work some things. Everyone here knows the frustration of being SO close, yet knowing there's some things you have to do before the release. :D Where's that wiki article on doing a proper release? ;) :D

Thanks for the support - hopefully just a couple days.
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Re: JTD mines

Post by T_Rex » 2010-02-24 05:39:56

OK, newest alpha version.

Need to clean up the mission a little bit - like add a briefing. And, I know you don't like zips, SnakeMan, but it was just too darn convenient. :D

http://www.mediafire.com/file/yy3rxj2oj ... al0224.zip

Oh, with the JTD mines mission 1, the idea is simply to use the claymores in the ammo box to kill the insurgents in the town. There may be mines on the road coming out of the town to your west. And, there's a minefield of random claymores generally to your south. The best place to ambush the insurgents is around the church.

For the "public" release, I'll have a more detailed briefing, but it is a simple mission.

Edit:
Initial report of a script-location reference being incorrect. I *may* have fixed it with this one:
http://www.mediafire.com/file/zfwoiy5yz ... s0224v2.7z

(With all these issues, you'd think this was my first release!) :D
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Re: JTD mines

Post by T_Rex » 2010-02-25 16:26:03

Ok.

DM and I have been having significantly different experiences while trying to test the same package. If at all possible, I'd like to get some input from others.

http://www.mediafire.com/file/yznq52qjy ... pha0225.7z

Please do not be surprised if it doesn't start, or if the mines don't explode. Also, don't be surprised if they do. :) I just need to sort out why he and I are having such different results.

This includes a new test mission, and other information is in the readmes.

Thanks.
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Re: JTD mines

Post by Snake Man » 2010-02-26 10:21:49

I've been quite busy in real life side of things, I'll try to test your stuff as soon as I get some free time. Sorry about that.
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Re: JTD mines

Post by T_Rex » 2010-02-26 14:29:49

No worries, mate. :) You do enough stuff to justify as much time as you want! :D
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Re: JTD mines

Post by T_Rex » 2010-03-01 03:43:32

Ok, real beta release:
http://www.mediafire.com/file/zzummy22n ... nes0228.7z

Will be posting that at BI and OFPEC. :)
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Re: JTD mines

Post by T_Rex » 2010-03-04 04:25:12

First vid of the IED implementation:
http://www.youtube.com/watch?v=WEV-DbEh9cY
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Re: JTD mines

Post by T_Rex » 2010-03-08 14:40:02

Teaser vid of homicide bomber implementation.

http://www.youtube.com/watch?v=3O_Nb2i_wuk

Could have an alpha testable version ready in a day or so.

Edit:
Internal (+PMC) alpha: :)
http://www.mediafire.com/file/odzdiekgy ... nes_04a.7z
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Re: JTD mines

Post by Snake Man » 2010-03-08 21:14:25

Good work, sorry that I haven't got around to test them, real life (and somewhat Silent Hunter 5) has taken my time lately.
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Re: JTD mines

Post by Snake Man » 2010-06-04 06:32:51

Is this topic up to date?

I'm currently now trying to make the VTE mines something that is usable and would need a bit help :)
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Re: JTD mines

Post by T_Rex » 2010-06-04 12:46:59

hehe

Unfortunately, it is.

:)

To really be able to support many different kinds of mines, I'm having to significantly re-structure it. More variables instead of more hard-coding of stuff.

I'm VERY happy to help you with whatever you need, but I suspect that what I'll have when I'm done will be more valuable to you than what I have now. Do you have any specific issues/questions?
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Re: JTD mines

Post by Snake Man » 2010-06-04 13:59:53

Yeah... heh, basically I have mine models and nothing for config/scripting.

Is there even chance of making simple claymore and one of those other mines for OPFOR side working, I could accept loophole where just the minimum work would be done to get it to work. For example if there is lot of hard coded stuff, that could be skipped partly to just have 1 mine per side working?

I'll talk with Killswitch to see if he has any ideas for mines, also I've been working with Vigilante and I'm waiting to hear from him.

Actually... sorry to derail your JTD Mines topic so far off, maybe we move to VTE mines topic? :)
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Re: JTD mines

Post by T_Rex » 2010-06-17 16:36:58

hehe

Just got back from a 10 day vacation (that was much needed). :)

I've got a few things to work on, but do intend to get back to the mines. I'll keep an eye on that other thread, too. :)
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Re: JTD mines

Post by Snake Man » 2010-06-17 17:39:14

Well the ship has sailed for final ArmA release, but we continue now on ArmA 2, so no hurry at this point.
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Re: JTD mines

Post by T_Rex » 2010-08-04 20:50:28

hehe

Just a formal update here. I'll likely have something to betatest in the coming weeks. Maybe as little as 2 weeks, even. It'll include the bounding mines.

Didn't want to post here without something more substantive, though. :D
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Re: JTD mines

Post by T_Rex » 2010-08-10 16:04:22

Sorry for the length of this post :) But, I've done some work, including the readmes. It still will take some testing, but I think I'm in the range of 80-90% ready for beta release.

There are 5 readme files: a general one, then one each for the trash module, claymores, boundings, and IEDs. I've got the them mostly done. I'll also create vids before release about how they work.

Working drafts....
General readme:
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
Claymore readme:
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.
Bounding mine readme:
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.
IED readme:
Readme for the JTD Mines - IED - addon for ArmA2
Ver. 05a

JTD:
-- DMarkwick
-- ReconPathFinder
-- TRexian
=====================================================
Description:
Improvised Explosive Devices (IEDs) have become the weapon of choice by insurgents and terrorists around the world. They are generally inexpensive to make, devastating in effect, and insidious by nature.

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

Game Logics-
There are 4 Game Logics created under Game Logics -> JTD_IEDs:
- object
- road
- place
- homicide bomber

Each has a slightly different implementation, but all can be modified by using the setVariable command within the init line of the Game Logic. For instance, to set the magnitude of the bomb:

this setVariable ["JTD_IED_magnitude", 1]

Creates the lowest level of explosion.

The blast magnitudes are from 1 to 3 (2 is default). While there is some variety based on proximity to the blast (directly related to the detonation trigger size), the following values may be helpful:

1 - personnel: effective fatal range of ~10m, injures to ~20
vehicles: nominal effect on military vehicles

2 - personnel: effective fatal range of ~25m, injures to +50m
vehicles: effective on unarmored military vehicles to ~ 10m

3 - personnel: effective fatal range of ~50m, injures to +100m
vehicles: can disable or destroy unarmored military vehicles up to 25m

Generally, to place an IED map, simply place the desired IED Game Logic on the map, then use the setVariable technique to modify. The Place and Road Game Logics do not require any parameters, however the Bomber and Object Game Logics do.

** The enemy side designations require a string - NOT the typical side-type variable. String must be somthing such as:
"EAST", "WEST", "GUER", "CIV", "east", "west", "guer", "civ"

=====================================================
Implementation - editor:

Use in the init line of the Game Logic-
this setVariable ["variablename", value];

to set these variables.
********************

1. Specific Object IED
Used to specify an editor-placed object to make into an IED.

To use: place object in editor, establishing the "probability of placement" and "placement radius"; place the IED Object GL on the map; synchronize the object(s) with the module; any number of objects can be synchronized with a single module, but they will all have the parameters established in the module.

JTD_IED_radiusDet = #
Distance at which IEDs will be triggered; default 25

JTD_IED_magnitude = #
Magnitude 1-3, 1 being smallest, 3 being largest; default is 2

JTD_IED_enemy = str SIDE
Specifies target side for bomber; default is "any"

********************
2. Road IED
Will select a road location near location of Game Logic

JTD_IED_radiusSearch = #
will limit the search for road segments to this distance; defaut is 50

JTD_IED_radiusDet = #
Distance at which IEDs will be triggered; default 25; must all be the same if multiple

JTD_IED_magnitude = #
Magnitude 1-3, 1 being smallest, 3 being largest; must all be the same if multiple; default is 2

JTD_IED_objArray = [""]
Specify what types of object to create as an IED; entered as classname string; multiple entries will be randomly selected; default is "SkeetDisk"

JTD_IED_enemy = str SIDE
Specifies target side for bomber; default is "any"

********************
3. Specific place
Location will be derived from position of Game Logic.

JTD_IED_magnitude = #
Magnitude 1-3, 1 being smallest, 3 being largest; default is 2

JTD_IED_objArray = [""]
Specify what types of object to make into an IED; entered as classname string; multiple entries will be randomly selected

JTD_IED_placementRadius = #
Placement radius of IED; default is 1

JTD_IED_radiusDet = #
Distance at which IEDs will be detonated; default 25

JTD_IED_enemy = str SIDE
Specifies target side for bomber; default is "any"

********************
4. Homicide bomber
Will attach trigger to named unit.

*** required *** JTD_bomber = OBJECT
Name of unit that is bomber

JTD_bomber_radius = #
Trigger radius for bomber; default 25

JTD_bomber_enemy = ""
Specifies target side for bomber, as string; default is "ANY"

JTD_bomber_searchRadius = #
Specifies how far the bomber will look for enemy; default is 500m

JTD_bomber_magnitude = #
Magnitude 1-3, 1 being smallest, 3 being largest; default is 1

JTD_bomber_targetNum = #
Specified how many targets must be within range for detonation: default is 4 (+ the bomber)

JTD_bomber_waypoint = BOOL
True has the script generate waypoints, False allows external waypoints to be used.

-- will create a monitor script to update the location of the bomber/trigger
-- will generate waypoint toward random enemy

=====================================================
Implementation - spawning:

You can spawn an IED within a mission using JTD_IED_spawn.sqf.

For instance, to spawn a Lada vehicle 50m from the player with a magnitude 3 IED, and a trigger radius of 35, that will explode when a west unit is nearby, the following code could work.

_pos = getPos player;
_dir = random 360;
_dist = 50;
_posX = (_pos select 0) + sin (_dir) * _dist;
_posY = (_pos select 1) + cos (_dir) * _dist;
_spawnPos = [_posX, _posY, 0];
_IED = "Lada1" createVehicle _spawnPos;
_IED setVariable ["JTD_IED_magnitude", 3];
_IED setVariable ["JTD_IED_radiusDet", 35];
_IED setVariable ["JTD_IED_enemy", "west"];

_createIED = [_IED] execVM "\JTD_IEDs\scripts\JTD_IED_spawn.sqf";
Trash readme:
Readme for the JTD Trash addon for ArmA2
Ver. 05a

JTD:
-- DMarkwick
-- ReconPathFinder
-- TRexian
=====================================================
Description:
The terrain in ArmA2, particularly in urban areas, tends to be rather sterile. In reality, the world is full of trash. This module is an effort to clutter areas with signs of human presence.

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

This addon creates a JTD Trash module in Game Logics -> JTD Trash.

Part of the particle system of the ArmA engine allows the creation of a "particle" - something without true substance - using any model that is in the engine's inventory. So, for instance, you can create a "particle" of anything from a rifle to a tank. This module uses this ability to take an array of common objects, and randomly place them in an area. The placed "objects" do not have any physical space, so they will not act as cover. But, that also means that there will be very little FPS lost.

Also, trash will tend to be more dense in the center of the areas.

=====================================================
Implementation:

There are 2 ways to create trash, by using markers, or the default, which places the trash in all cities in the config. There are also several parameters that the user/mission builder can set using the setvariable command within the init line of the Game Logic. For instance, to set the magnitude of the bomb:

this setVariable ["JTD_trash_density", 1.5]

This command in the init of the module would create 50% more trash than the default.

The available parameters are:

JTD_trash_MarkerArray = []
Array of markers to use instead of city positions.

JTD_trash_density = #
Percentage factor of how much trash to place (.5 would be half as much, 2 would be twice as much); default is 1

JTD_trash_objAdd = []
Array of strings of classnames of objects to add as trash, useful for adding custom objects

JTD_trash_objRemove = []
Array of strings of classnames of objects to add as trash, useful for removing default objects

Also, created during the process:
JTD_trashFinished = BOOL
Boolean to let the user know when the trash module is finished.

*****************
Marker area:

To specify in what area to create the trash, place and name a marker or markers. In the module, then set the variable JTD_trash_MarkerArray to include those markers. For instance:

this setVariable ["JTD_trash_MarkerArray", ["trash1", "trash2"]]

This assumes you have created markers trash1 and trash2. The module would then create trash at those locations. By placing smaller markers within larger markers and including them in the array, you can create higher densities of trash in certain areas.

Config entries:
In the absence of a marker array, the config entries for cities and towns will be used. This can take some time, depending on the size of the map and number of urban areas. The mission maker can check for the module boolean variable JTD_trashFinished. It is set to false at the beginning of the trash scripts, and to true when completed.
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Re: JTD mines

Post by Snake Man » 2010-08-10 16:22:45

Hmm is it just me or does the JTD Trash stand out a bit, I mean do you plan on bundling it with the mines release or?
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Re: JTD mines

Post by T_Rex » 2010-08-10 17:00:45

hehe

Well, I'm not sure how "important" it will be. :) Right now, I'm planning on the package containing 3 free-standing pbos: Mines, IEDs, and Trash. That way, I can separately update them, as necessary.

I am interested in feedback - given what I mentioned, what are your expectations about the trash? I mean, it is pretty straightforward and simple. And, I'm kinda surprised no one has done it already. :)

If there is a demand for it, I can separately release it, I guess....
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Re: JTD mines

Post by Snake Man » 2010-08-10 17:08:39

This is definitely interesting idea, I always considered trash to be WRP placed stuff. Did you have some videos coming demonstrating how trash works?
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Re: JTD mines

Post by T_Rex » 2010-08-10 17:32:10

hehe

Yes, I plan on doing videos to show how it all works. It looks more complicated than it really is. :)

I guess right now I'm planning on vids as tutorials for:
- mines: editor placing, player placing, spawning (including the player-carried anti-mine signs)
- IEDs: editor placing, spawning
- trash: marker and default implementation, showing how it is distributed

Then maybe an extra one of a mission showing how all of it is put together.
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Re: JTD mines

Post by T_Rex » 2010-08-11 13:08:44

Some more information on the trash module.

These pics are with a trashDensity setting of 2, which means it would be 2x as much trash as default (which itself is a formula based on the area to be "trashed"). I did that to get a good idea of how spread out the trash would be.

Anyway, this uses a formula that I discussed here:
http://www.ofpec.com/forum/index.php?topic=34880.0

But, I feel like it centers the trash too much - not enough spread (the markers show where the trash is placed):
Image

http://i26.photobucket.com/albums/c114/ ... h_pic1.jpg

This is a purely random distribution:
Image

http://i26.photobucket.com/albums/c114/ ... h_pic2.jpg

This is a purely random distribution in a city (the "focused" random was WAY too focused):
http://i26.photobucket.com/albums/c114/ ... h_map3.jpg
http://i26.photobucket.com/albums/c114/ ... h_pic3.jpg

You can kinda see how it avoids the roads. Even the ones near the road shouldn't pose a problem for AI, since these are literally just particles.

(Sorry for how dark the in-game pics are, the mission was set at 7:00 AM.) :doh:

I am going to play a bit more with the formula for placing the trash. I don't want it focused in the middle so much, but I don't want purely random, either.
Last edited by Snake Man on 2010-08-11 14:26:23, edited 1 time in total.
Reason: please dont hotlink very large (file size) images. 100kb per image is ok, 300kb is not.
Sic Semper tyrannosauro.

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