Five Elite Mercenaries are send to an Island in middle of the 1980'. The Task: Find and Eliminate a local Drug Baron. Features: new Physic, real Sunmovement, Day/Night Change, Hunger/Food system, realistic (!) Weather system, Light/Dark viewing system for AI, 5 different Fractions on the Island. Complete Realistic simulation of nearly all things, including Sleep. New weapons, new Vehicles. Vehicles driving system is now exact (!) like GTA IV , FireSystem,... this mod is Heavily inspired by GTA, IGI, FarCry.
first test of fresh programmed metal detector test entity.
it's not perfect as you can see at the end: basically player can simply throw the weapons through or behind and collect them after the test :/
will see what i do against this method.
You can try adding material names for objects in the world. for example door - wood; desert eagle - metal, and make detector activate only on metal objects
the metaldetector asks for the playerentity which is passing it and steps trough his weapons, and give signal if a weapon if found.
reading out phyis material names is also possible but this is much more complicated, because it have be done with a thrown ray and getinstant hit.
bascically there is no real lua command to get the material out of a cgf.
ok, one hour work and it now first checks if its a player entity, if yes, "old" weapontable detection routine is called, if no, it gives a signal.
unfortunately it will now also react on wooden things thrown trough, but i think this is ok for now.
atlaest it gives now a signal if you throw your weapon trough, and that is what count.
you can now also throw a barrel through and it will trigger signal, which gives additional new tactical options :)
I think the best idea would be to make the gate react to the weapon and not only to the player. That means if a player would throw weapon through the metal detector it would beep anyway.
i will test if this is possible, theoretically it should not really care if its a player entity or any other entity.
the problem is, that then the contact code is not working, which automaticly activates the entity, so i have to update it every frame, but i will see.
Well that sucks, but if you can somehow make, it would be great.
ok, one hour work and it now first checks if its a player entity, if yes, "old" weapontable detection routine is called, if no, it gives a signal.
unfortunately it will now also react on wooden things thrown trough, but i think this is ok for now.
atlaest it gives now a signal if you throw your weapon trough, and that is what count.
you can now also throw a barrel through and it will trigger signal, which gives additional new tactical options :)
That's OK, for now at least.
It's always great to have new tactical options.
Amazing work :D
thank you very much :)