[Weapon] Wire trap [WIP]

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EOD_Security-2252
Posts: 804
Joined: 2008-06-10 23:08

[Weapon] Wire trap [WIP]

Post by EOD_Security-2252 »

Well, now that I'm waiting for feedback about my Artillery IED, I'm going to start making another weapon (I know, I don't play enough).
Wire traps or "booby" traps are quite common among guerilla forces such as the Insurgents and Militia; however, the only tripwire device in all of PR is the trip flare. So, I figured I would make a wire trap.
The idea basically we be to copy the trip flare weapon, change the "explosive" (flare) effect to a grenade sized explosion and make a new model and skin. Wire traps are really quite easy to make. While thinking about this idea I, originally, made a diagram.
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The original inspiration came from SWAT 2: Police Quest, which is where I got the top image from.
A few days later I was bored and thinking about it again and I decided to make one in my dorm to show just how simple these things are. So, I took my dummy pineapple grenade, some string, a Canadian tea tin and my bed post.
It is really easy, you just tie the string around making sure to * , *, stick the grenade in the can and tie the opposite end of the string to something stable.
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The can is heavy enough, but not more heavy/sturdy than the anchoring object (the bed).
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As I step, the can tilts over, eventually...
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Causing the can to fully tip over and causing the grenade to roll out of the can.

Obviously, in real life, people walk over the trips at a much faster rate, which causes the grenade to fall out faster and not give the victim enough time to notice the trip in progress.
And these are totally realistic for the unconventional forces - I made this thing in my dorm room in less than 2 minutes. It took more time to find the can than it took for me to make the trap, and the only result was that my dorm smelt like maple tea for the next hour (which isn't really a bad thing).

Anyway, I've currently made the can model and I'm trying to follow a tutorial I've found about modeling a WWII style pineapple grenade. And in game the trip will consist of a hand grenade, a rusted tin can, some thin string or fishing wire and a little piece of metal anchoring the wire to the ground.
I'm really hoping that these will have great potential and that Insurgents will even be able to put these behind the gates on Korengal, effectively making doors rigged to explode.
I've recently done the work for the weapon such as the tweak and con file. The explosive effect is a direct copy of the explosive effect of the F1 Grenade. I've even tried out my "wiretrap" weapon (basically tripflare with modded code) on Korengal, and the trip works great with people and vehicles; however, trips do not respond to the gates if you put the trip behind a locked gate and then proceed to blow the gate open with a shotgun. So, hopefully that isn't hardcoded and that way Insurgents will have the ability to rig doors, which could be especially helpful when defending a cache.
Sound good to you guys?

Note - *s are items removed to prevent terrorist/explosives education

Informally retired modder - Projects: Artillery Shell IED,PSC Faction
Swe_Olsson
Posts: 1030
Joined: 2007-04-30 17:45

Re: [weapon] Wire trap [WIP]

Post by Swe_Olsson »

excellent idea
wooly-back-jack
Posts: 940
Joined: 2007-01-14 17:20

Re: [weapon] Wire trap [WIP]

Post by wooly-back-jack »

love stuff like this, this would make being the ill-equipped team so much more fun
steve_06-07
Posts: 916
Joined: 2008-04-27 23:36

Re: [weapon] Wire trap [WIP]

Post by steve_06-07 »

Only down side would be accidental teamkills, so these should be marked like mines.
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DeltaFart
Posts: 2409
Joined: 2008-02-12 20:36

Re: [weapon] Wire trap [WIP]

Post by DeltaFart »

even if you do mark it the player base in Ins still is a bunch of nimrods mostly so it'll still happen/

I like it but why not just dump the F1 model into the can instead of making a totally new one?
rangedReCon
Posts: 880
Joined: 2007-05-28 04:14

Re: [weapon] Wire trap [WIP]

Post by rangedReCon »

Yes! Canadian maple! and good idea, but isn't it pretty much a claymore?
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DeltaFart
Posts: 2409
Joined: 2008-02-12 20:36

Re: [weapon] Wire trap [WIP]

Post by DeltaFart »

it is but you have to be in a certain distance to get killed by it, the claymore I've seen has killed vehicles from across a road
FeldwebelSchultz
Posts: 42
Joined: 2008-04-11 18:36

Re: [weapon] Wire trap [WIP]

Post by FeldwebelSchultz »

greate idear!!!

i love this insergent claymore...
but it must have a delaytime of the grenade of the normal grenade...
and dont forget to make the Grenade sharp XD
=Romagnolo=
Posts: 4765
Joined: 2006-12-29 14:52

Re: [weapon] Wire trap [WIP]

Post by =Romagnolo= »

I see a R-CON tag comming.
[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita"
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
[R-DEV]Adriaan:"Damned classy Roma, if I may say so."
[R-DEV]Chuc:"Pro man, pro."
(yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
EOD_Security-2252
Posts: 804
Joined: 2008-06-10 23:08

Re: [weapon] Wire trap [WIP]

Post by EOD_Security-2252 »

Yeah, its basically the claymore that someone would make if they only had a grenade and didn't have any motion sensors laying around.
Also, I can't just borrow the F1 grenade model because it is the property of the PR Devs and I can't even request to use those unless I'm part of an officially recognized community mod.
Also, I worry about all the tks as well, but people should be pay attention more often, I don't know a way around it.
As for the timer Schultz, if you knew how to make one of these you'd understand that it should go off the second you step on. It is part of the stuff I left out so as not to educate terrorists.
Finally, jack, that's pretty much what I'm trying to do with a lot of my projects because it's quite amazing what you can make with minimal weapons and a lot of imagination (so I'm assuming that Insurgents have a lot of imagination because they can only play with sand as kids <-- Mean joke/sarcasm)
I've got a lot of stuff to think about with this weapon though. I have the can and grenade pretty much done, but the trip wire itself is a very tricky thing. The tripflare as an "antenna" magically spawn in the side of the weapon, and that's what trips it. However, I want the string to be thinner and I don't want the string flopping around like the tripflare's does (I'm pretty sure tripflare's using something else than standard string, so yeah)
EDIT - Well damn Ramagnolo, you're nice. I don't know though, I'm a younger sibling so my sense of self esteem is seriously f'd up (as in I was always told that I was stupid, etc., which I guess you could say consider how damn smart my brother is, but that's a whole other story!)

Informally retired modder - Projects: Artillery Shell IED,PSC Faction
Rudd
Retired PR Developer
Posts: 21225
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Re: [weapon] Wire trap [WIP]

Post by Rudd »

would this be removable by coalition forces?

e.g. they could intentionally set it off with something rather than walk around/over it
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EOD_Security-2252
Posts: 804
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Re: [weapon] Wire trap [WIP]

Post by EOD_Security-2252 »

Well, if my memory servers me right, you can disable mines by using the wrench, so I'll figure out what little line of code makes that possible. Also, you could also just make another grenade go off right next to it causing a chain reaction.
I'm gonna work on the skin right now. I'm going to try to make the can look like a typical canned food from Iraq. I can't find many pictures of what's in Iraqi grocery stores, especially not close-ups. So far all I know they have is canned coffee, I could see other cans in the picture, but I couldn't tell what they were for.

Informally retired modder - Projects: Artillery Shell IED,PSC Faction
Spec
Retired PR Developer
Posts: 8439
Joined: 2007-09-01 22:42

Re: [weapon] Wire trap [WIP]

Post by Spec »

As long as you can destroy it with a grenade or other explosives i'm for it. If not, I'm not. I hate when people put those traps on the top of ladders, a wrench is no solution in that case, the only way to get rid of it is to find and kill the guy who put it there and then wait till it disappears, or... throw a nade up there. If thats not possible, its too easy to make areas completely un-reachable for anyone, including teammates. Everyone who played/plays BF2 probably experienced that kind of stuff in Vanilla (well, except from the teamkills at those no-FF-servers :/).

It should be very easy to set it off with explosions ingame to prevent using it in a way thats bad for gameplay.
EOD_Security-2252
Posts: 804
Joined: 2008-06-10 23:08

Re: [weapon] Wire trap [WIP]

Post by EOD_Security-2252 »

Yeah, I just went in game and you can definately remove the standard PR tripflares with the wrench and I can modify the wire trap's "hitpoints" (or amount of damage something takes before blowing up) so that it is volatile. This would actually make sense too consider how the wire trap I'm making is very sensitive and tends to blow up.

Informally retired modder - Projects: Artillery Shell IED,PSC Faction
steve_06-07
Posts: 916
Joined: 2008-04-27 23:36

Re: [weapon] Wire trap [WIP]

Post by steve_06-07 »

If you can't fine Can cans, try these metal cans.
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EOD for R-CON! You heard it here first!
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EOD_Security-2252
Posts: 804
Joined: 2008-06-10 23:08

Re: [weapon] Wire trap [WIP]

Post by EOD_Security-2252 »

I was thinking more like a soup can. I found this company called "Alwadi" which is makes canned fruits and vegetables for the Middle East. So, I made my own company called "Alwadli" and made a "Canned Vegetables" can (it says "Alwadli", "Canned Vegetables" in Arabic and finally "Canned Vegetables" in English is smaller letters. The can is complete with a field of crops in the background)
I've got it imported right now, but currently I'm just using the tripflare's antenna deal instead of string. I'd love to show you guys the thing, but whenever I place it on the ground my screen fades out. It is like when I place the trip my screen just starts to fade to black, I don't die, I just walk around bindly and then I have to commit suicide.
Any help?

From the view I get of the can I can tell I need to do something to the can's metal, but I can't tell what. And you guys were so helpful last time. I looked in the tweak file and the only thing I can think is the grenade effect is triggered, but the explosion is not. Which would be weird because the trip worked fine when I had the tripflare model.
Sense I can't really get you in game shots, you can see the texture. Up right texture/color - grenade handle/misc, Up left texture/color - can metal, and the rest pretty much explains itself.
Last edited by EOD_Security-2252 on 2008-09-20 00:28, edited 2 times in total.

Informally retired modder - Projects: Artillery Shell IED,PSC Faction
tupla_s
Posts: 145
Joined: 2007-05-24 17:14

Re: [weapon] Wire trap [WIP]

Post by tupla_s »

Have you tried switching the original tripflare code back to see if it's the model or some code causing the black screen?
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=Romagnolo=
Posts: 4765
Joined: 2006-12-29 14:52

Re: [weapon] Wire trap [WIP]

Post by =Romagnolo= »

First you did a interesting thing for the pr (the artillery piece not used as an IED), and now you are working in a different thing to add variety to the mod. If you keep trying and doing things, I belive that in sometime you will do something that will be in PR.
[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita"
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
[R-DEV]Adriaan:"Damned classy Roma, if I may say so."
[R-DEV]Chuc:"Pro man, pro."
(yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Re: [weapon] Wire trap [WIP]

Post by Psyko »

once tripped doesnt it take a few seconds to explode?
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