[Weapon] VOIED [WIP]

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

[Weapon] VOIED [WIP]

Post by EOD_Security-2252 »

Ok well I've been discussing this in the general discussion area, but now it's an actual project of mine. The idea is obviously a VOIED or Victim Operated IED, basically meaning the poor guy who dies because of this set it off himself.
So, it'll work by being a Coalition forces SF or HAT kit model that the Insurgent will place on the ground, but if you walk up to this and get too close you'll just set the IED off.
To set the IED off you must be walking (ie. while standing) or running (vehicles can also set it off). Basically, if you're crouching or prone, you're moving too slow to set the IED off. Also, the IED's hypothetical motion detector has a radius of 2m around the center of the IED.
The explosion from the VOIED will have a radius of 30 and a damage of 1500 (for comparision, the regular IED has a radius of 20 and a damage of 3000). This is because this VOIED is supposed to be more of an anti-personnel device than anything else.
There will be at least 2 versions of the weapon to begin with (UK and US). As more factions fight the Insurgents additional versions of the VOIED will be made. This way, on a UK vs INS map, UK soldiers won't come up and see a US SF kit laying on the ground (making it totally obvious that the kit is the VOIED).
As of right now, I've started to model the kit. Basically, I'm just trying to trace the BF model of the kit (this way I avoid any legal problems with regard to possibly stealing their stuff). So far, my model's only different because I left out some of the minor details that the BF2 model includes.

Questions, comments?

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

Re: [WIP] VOIED [Weapon]

Post by EOD_Security-2252 »

Yeah, it's kind of more like Bomb Maker minus the whole being an Islamo-Fascist part; however, I still respect explosives, they're scary. I'd rather see explosives get blown up by EOD than anything else, but I still am fascinated by them.
I'd love to work on it more, but I have to wake up early tomorrow to go to work for a bit (yay part time jobs that make you get up early and then go home 2.5 hrs later, whatever)

Informally retired modder - Projects: Artillery Shell IED,PSC Faction
FeldwebelSchultz
Posts: 42
Joined: 2008-04-11 18:36

Re: [WIP] VOIED [Weapon]

Post by FeldwebelSchultz »

do you love bombs???
i hope i dont pull my toes on a tripwire of a Voied
i wish good modding
it will be funny to hunt enemys with trapped weaponkits
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: [WIP] VOIED [Weapon]

Post by badmojo420 »

Why not make it an insurgent kit? Since they get intelligence points for picking them up. And would it be possible to have a dead collaborator along with the kit? It would be odd to see a kit and no dead body. It usually goes the other way, the kit disappearing before the body.
Tirak
Posts: 2022
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Re: [WIP] VOIED [Weapon]

Post by Tirak »

Slippery slope EOD, I like giving insurgents more non conventional weapons, but this is a return of the Vanilla Claymore. I really think you should have to walk directly over or try to pick up the kit for it to explode, or else this will get abused badly on ladders and such.
EOD_Security-2252
Posts: 804
Joined: 2008-06-10 23:08

Re: [WIP] VOIED [Weapon]

Post by EOD_Security-2252 »

Well I could make the radius 1m instead of 2m, that would be easy.
Also, I'll test it out with ladders. I don't know how fast people go on ladders, and players will just need to make sure once they get to the top they crouch and don't move until they crouch or they'll set it off.
Quite frankly I don't reallly know why everybody talks about ladders. There aren't even that many ladders on the INS maps, and it's not like you can't throw a grenade up on the building. The only place I can think this'll be abused is the Hotel on Basrah.

EDIT - Ok, I've tried it out and you can go at top speed up the ladder and you won't set the IED off; however, for safety, I would suggest slowing to a moderate tap (rather than holding) your foward key (ie. "w"). Once you get to the top, you get off the ladder, don't move at all, hit crouch, then you can move as you please. So I'm pretty sure I'm going to leave the radius at 2m because when I just tried it out now the radius was 2m. Only stuff I'm thinking about fixing with this is that I want to make the VOIED stick to the ground instead of just rolling around like a mine (that way the kit won't end up on its side or something). Also, I'm going to make the detection have a delay of 5-10 seconds so you can't just throw the thing down and have it immediately detecting things and blowing up.
Also, the VOIED has a "health" of 130, for comparision, a single direct/closeby grenade explosion will do 140 damage. Ok?
Last edited by EOD_Security-2252 on 2008-10-04 13:16, edited 2 times in total.

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Spec
Retired PR Developer
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Re: [WIP] VOIED [Weapon]

Post by Spec »

Good job, that sounds very good, nice solution!
Good luck with the VOIED, hope to see it ingame now that it cant be abused.
EOD_Security-2252
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Re: [WIP] VOIED [Weapon]

Post by EOD_Security-2252 »

Ok, well I traced the Vanilla BF2 kitbag and after some confusion with UVW maps and having to re-trace the thing, I got it in game. Complete with 2 different weapon (ie. 1 US and 1 GB).
Image
US VOIED
Image
This is the cloest I've ever walked up to one of these while standing, I suggest you follow my example.
Image
You can see the little mine symbol, and I left out a picture of my "repairing" it because there'd be nothing to take a picture of.
Image
GB VOIED
Image
Crouching next to the GB VOIED

And now a demonstration of destroying a VOIED.
Image
See the little VOIED?
Image
And now it's gone.

So basically, 1 fairly direct hit from an RPG can take a VOIED out. Like I said before, the "health" of the thing is 130, if you get lucky you can probably take one of these out with a single grenade (most of the time you'll probably need 2, unless you're some sort of grenade throwing ace).

Other than that, the VOIED has an arming delay of 7 seconds (as in you have 7 seconds from the time you threw it until the VOIED is ready to go off).

Good deal?

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Craz3y|Assasin
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Re: [WIP] VOIED [Weapon]

Post by Craz3y|Assasin »

make the time a little shorter saw 3 or 4 seconds
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NYgurkha
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Re: [WIP] VOIED [Weapon]

Post by NYgurkha »

actually instead of a model of a kit why not have a weapons cash or a Insurgent hideout?

would make more sense, as insurgents in a village or city wouldn't necessarily have the access to booby trap ISAF/NATO forces weapons. That way its something that the NATO forces are actively seeking and have to get close to.

/also if the model is turned into a insurgent hideout then make this something that can be placed by SL or commander maybe?
Spec
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Re: [WIP] VOIED [Weapon]

Post by Spec »

Thats a great idea! I'd certainly would be triggered by a weapon cache rather than by some kit. The question is, would i really get close to it anymore then?

What else do we have?

US/UK ammo boxes or supply crates could be good. Maybe field dressings and ammo bags. Or, like i said in the other thread (did i?), fake sandbags (like the deployable ones).

Ooooor all of that, 'mag'-linked so the player can chose what kind of object s/he wants to use but can only use one. (The inventory of the insurgent kits has quite some space i think)

But the kits are good too, but i think it wouldnt take long and players would only pick up the kits near dead people or the ones they requested. (Which isnt even a bad thing)
Rudd
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Re: [WIP] VOIED [Weapon]

Post by Rudd »

i'd say using the vehicle deployed ammo box model would be best
Image
EOD_Security-2252
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Re: [WIP] VOIED [Weapon]

Post by EOD_Security-2252 »

That's actually a really nice idea Rudd.

I couldn't have it be a cache or hideout because you can't carry those around all by yourself.

Also everyone likes ammo, but not everyone is willing to walk up to an SF kit just because they see it.

Thanks guys. I'm kind of busy today, but I'll try to work on that.

However if the kit does use the vehicle ammo box, the pickup kit should only include like a knife, pistol and the VOIED because those ammo boxes are big.

EDIT - QUESTION FOR THE DEVS - Would it be ok if this weapon were to made made into an Insurgent pickup kit that included a knife, Scorpion and the VOIED? This is because I want to keep the kit moderately powered, but Insurgents don't typically have a pistol; however, I don't believe a Scorpion would be that abnormal for an Insurgent to have, would it?

Ok, I got it in game. It needs some serious animation work because currently I can't even see where I'm walking when I pull it out, but I don't know anything about anims. Anyway, here's some pictures:
Image
Image

I actually like this idea more than the kit bags because a metal box like this would be a more realistic choice if an Insurgent could get a hold of an ammo box. And the ammo box isn't too big, it's like carrying a typical sized wheeled luggage bag with both hands. It's a bit bulky, but it's not impossible. One thing's for sure, if this gets used, the kit should not be able to sprint.
Last edited by EOD_Security-2252 on 2008-10-05 16:57, edited 3 times in total.

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DeltaFart
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Re: [WIP] VOIED [Weapon]

Post by DeltaFart »

though if one finds one of those on a building it will be quite obvious that its a bomb
NYgurkha
Posts: 1545
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Re: [WIP] VOIED [Weapon]

Post by NYgurkha »

1. place it next to an abandoned HMMWV
2. Hide somewhere
3. ???
4. Profit!!!

Or how about making it something that needs to be built by a shovel? That could simulate multiple components being carried by multiple players.
Celestial1
Posts: 1124
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Re: [WIP] VOIED [Weapon]

Post by Celestial1 »

Well, currently this is... well, perfect.

Everyone loves ammo... but not on rooftops. It'll be hard to 'hide' one on a rooftop :) . With the current model, you can always place it behind a vehicle or in a nice little spot, I'm sure someone'll want some ammo, only to get a nice bomb in their face.

Good work EOD.
steve_06-07
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Re: [WIP] VOIED [Weapon]

Post by steve_06-07 »

Read my sig...it's been there for a few weeks now!
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EOD_Security-2252
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Re: [WIP] VOIED [Weapon]

Post by EOD_Security-2252 »

Yeah, I've been seeing that. I don't know if I support it or view it as an act of mutiny against the Devs (as it's their choice), no matter, I'd be happy.

What's the deal with people telling me to make my IEDs buildable? Somebody else said it about the Arty IED.

That's true about rooftops; however, that's actually a great thing because now we won't have problems with people putting them at the top of ladders.

Also, I bumped the damage down to 1000 versus 1500. I just thought it was kind of crazy that this thing (that supposed to be anti-personnel) could take out an APC. Everyone ok with that? Now, the only vehicle this should be able to blow up will be jeeps and things of that nature. A scimitar will be smoking pretty badly after an encounter with one of these, but that's ok.

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PapaDime
Posts: 43
Joined: 2008-01-14 13:49

Re: [WIP] VOIED [Weapon]

Post by PapaDime »

I like this idea of an bomb which is used against infantry. But it should be for the insurgents. It should be something what takes the attention of everyone. So, what we all need is ammo. It would be nice to find that needed extra ammo laying on the ground and when u pick it up it would go BOOM! Picking it up would be the thing or else it is just a claymore.
Then we have this problem that ammo bag don't need to be picked up with G-button (maybe it should..?)
Also it should have a change to defuse it with a wrench or a chance to mark it to your team etc. That would also give the bomb more "smart" made status. Anyone can't make one, and anyone just can't defuse it.

Finally there should be some method to recognize it from real ammo, it looks a bit different than the real ammo bag. Not much but a trace which you miss if you don't take a bit closer look at. That would probably cause the main reason for explosion being a hurry to get more ammo and u just see that precious bag and run to it and pick it up.
Maybe u can mark it for the friendlies so they can be prepared (or maybe not if it is intended to be something quickly improvised and placed) but it would also leaves the possibility of a friendly explosion like the mines have. Specially when it is placed in a wrong place or when people don't pay attention what they are doing.

Thou this could make the field look like it is just dropped full of free ammo everywhere. But like in mines it could be fixed by giving them only to a specific classes and restrict the amount of them at the same time on the field etc.

So that is a cautious thumbs up from me.
Last edited by PapaDime on 2008-10-05 21:57, edited 1 time in total.
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