Add a "safe IED" object that does very little actual vehicle damage (barely enough to kill/damage a soldier), but runs additional scripting to destroy the wheels of a nearest vehicle that presumably triggered the mine.
The intended use case is to reliably paralyze a player convoy (or any vehicle) without actually destroying the vehicle or injuring the crew.
There is some medium engine damage done each time a vehicle hits this IED (so a wheel change isn't a guaranteed fix), but gun/turret/body is never damaged, so the vehicle should never explode (unless we enable ACE Advanced Vehicle Damage).
The IED itself looks like an AT mine, but that's only because the AT mine model can be hidden really well on a road, so it doesn't have to be "cheaty" (invisible) for players to accidentally hit it, but still gives them a chance to spot it.
The mine does not have anything else in common with AT mines - a custom config was created that:
Triggers using a magnetic sensor (any vehicle, even light ones, but not infantry).
Makes the explosion and sound look and sound like an M6 "Slam" mine, a sharp dull thud, not a fireball of an explosion.
Has 100% chance to destroy front wheels, some lesser chance to destroy rear wheels and glass windows, and damage the engine.
For the record, the mine can be disarmed using ACE interaction as usual, and even re-planted by the player, though that makes it more visible due to ACE mine positioning bugs.
Add a "safe IED" object that does very little actual vehicle damage (barely enough to kill/damage a soldier), but runs additional scripting to destroy the wheels of a nearest vehicle that presumably triggered the mine.
The intended use case is to reliably paralyze a player convoy (or any vehicle) without actually destroying the vehicle or injuring the crew.
There is some medium engine damage done each time a vehicle hits this IED (so a wheel change isn't a guaranteed fix), but gun/turret/body is never damaged, so the vehicle should never explode (unless we enable ACE Advanced Vehicle Damage).
The IED itself looks like an AT mine, but that's only because the AT mine model can be hidden really well on a road, so it doesn't have to be "cheaty" (invisible) for players to accidentally hit it, but still gives them a chance to spot it.
The mine does not have anything else in common with AT mines - a custom config was created that:
For the record, the mine can be disarmed using ACE interaction as usual, and even re-planted by the player, though that makes it more visible due to ACE mine positioning bugs.