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.

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MineTool
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pvcf Author
pvcf - - 4,943 comments

i have decided to use explosives as a weapon.
it simply feeled "false" to have such objects only as hud-icons.
so i combined my weapon called "Minetool" with the explosives.
with shooting mode selection you can adjust the timer from 1-30 seconds.
standing beneath a red bombplace dummy it will be placed there, otherless the magnetic minetool routine will work:
if there is no object or enemy around, the explosive will be placed as mine on ground, where only the weight-trigger head is visible.
you can crouch over it so you can pass it, walking or proning and jumping(!) over it will let it explode. timer is used to make the mine "sharp".

if there is a enemy standing in front from player as he place the bomb, the bomb will be attached to him and the timer is working. the timer counts down and he will explode. same with vehicles/boats.

that means, you can add a 30 sec timer, stick it to a vehicle and drive the vehicle where ever you need a explosion and jump out of the driving vehicle.
unless that sounds like a big fun, i have to take care for that in map and missiondesign, otherless it is a useless feature :D

as con i have to deactivate the inventorycode for explosives in itemstack, some hours of work wasted... but you see some negative things only if they are full implemented and working in game, as you play around with it -.-

i think i also activate for this thing the devkid code "explode on got hit". that means you can throw it (simply as weapondrop * ), and if you then shoot on it, it will explode.
(*) that means i have to create a special code here, which drops for each ammo amount (lets say you have 3 such mines, which is ONE weapon but with ammo = 3), one weapon and keep 2 and so on...
should be a piece of cake code which should need not more than 10 minutes... will see how long it will take in real life :D

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HFCR
HFCR - - 503 comments

How much ideas will create you else :D ? How much (memory on disk)gb mod have already ?

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pvcf Author
pvcf - - 4,943 comments

this minetool with frogmines are already in devkid since some years, but now, as i am finishing the devkid (am at ~99%), all things come slowly together and by finetuning all the things i have left alone the last years i see what have to combined or redesigned to make it perfect.
for example using that minetool also for placeable explosives is a new idea, but was not so hard to do.
but snice 10 hours i hunt a bug in devkid fastloader which ignores one ammo on two weapons on very first load (lets say the meat "weapon" have 5 rounds, and if you load it the first time with fastloader, it will have only 4 rounds. the exact identical code will then load all the next times the correct amount.
there is somewhere deep in cryteks weapon c++ code a, hhm, ...time... which it seems i have to wait until i can give the ammo, very strange. such bugs exceed developing by big times and costs much brain resources -.-

> How much (memory on disk)gb mod have already ?

the devkid_full actually have 18GB, but most of the weapon max files are not in, but all maxfiles from objects, which are about 3.6GB.
so the mod itself needs actually ~14.4 GB , maybe i can reduce it a little bit, but not much.

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