Features wrote: -No addons needed. Simply plug into your mission.
-Place mines & explosives, adjust them, arm, disarm, and detonate them in a controlled and safe manner.
-Flexible placement allows you to put mines on almost any surface.
-What You See is What You Get (WYSIWYG) triggering: no more walking into invisible trigger radii.
-Each mine has been adjusted to bring it closer to reality:
-Bounding mines no longer arm and trigger strangely, nor can be buried in concrete or steel.
-Tripwires don't float in mid-air, and can be put anywhere within reach.
-APERS mine replaced with custom proximity sound alarm.
-APERS Tripwire mine replaced with custom tripflare (don't worry, Claymores still use tripwires).
-AT mine can be partially buried in earth.
-Charges can be detonated selectively and attached to vehicles.
-Compatible with CSE Interaction.
-MP & JIP compatible.
Implementation in the FA template
The installation is very straightforward. After moving the two folders included in the download into your mission folder, you only need to adapt your description.ext. The section below of where it reads CfgFunctions should look similar to this:
Code: Select all
class CfgFunctions
{
//ws_fnc
#include "ws_fnc\config.hpp"
// Vip's Simple Mine System
#include "vip_cmn\fn\vip_cmn_fnc.hpp"
#include "vip_sms\fn\vip_sms_fnc.hpp"
class F
Code: Select all
// ============================================================================================
// Vip's Simple Mine System
#include "vip_cmn\resource\vip_dlg_defaults.hpp"
#include "vip_sms\resource\vip_sms_dlg.hpp"
To Missionmakers
As usual, it's encouraged to only add this script/functionality if it is a vital enrichment of your mission, not just "because you can". Even though the entire thing is really straightforward, it's a derivation to what we are used to and thus will result in a healthy dosage of delay, accidents, mauling and death.
![Science :science101:](./images/smilies/emot-science.gif)