KoffeinFlummi / AGM

Authentic Gameplay Modification for A3 | THIS PROJECT IS NO LONGER BEING WORKED ON. ALL ISSUES AND PULL REQUESTS WILL BE IGNORED.
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Issues with defusing mines #750

Closed bux closed 10 years ago

bux commented 10 years ago

Arma3: 1.24 Mods: CBA_A3, AGM_dev AGM_dev from: 2014-08-08T05:48:42.262Z Tested on: self hosted MP mission Zeus enabled: Yes Modules: All AGM modules with default settings

CorruptedHeart commented 10 years ago

SLAMs have an anti defusal mechanism which causes it to explode when attempting to defuse it.

I didn't want to remove the defusal option from it and rather rely on the player to have that knowledge. Might require an explosive course or some sort of look up info.

bux commented 10 years ago

Wikipedia and this source states that the anti-tampering is only for the selector switch.

I think that means, that you're not able to switch the mode (bottom- or side attack, command, timer).

But defusing should work in any case!?

CorruptedHeart commented 10 years ago

Based off what I can tell, if one tries to defuse a SLAM it would explode, but I think it might be restricted to Bottom/Side attack modes but timer/command modes would allow defusing. I will put that in but I will need to think of a manner of defusing which is slightly more involved than the current method. To allow the player to identify the mode currently being employed by the SLAM but this will have to wait until after the next release.

CorruptedHeart commented 10 years ago

I am going to consider this closed for now, I will open a new issue for improving the defuse process.

bux commented 10 years ago

Proper defusal: https://www.youtube.com/watch?v=mWfNZoXr6rQ