This addon allows you to plant remote controlled explosives on the ground or in npcs' pockets and then detonate them using your handheld radio's frequencies.
Most of the features are shown in this gameplay video:
You can install this addon by placing files manually, or, what is more recommended, using MO2 or JSGME.
It seems to work fine on Anomaly version 1.5.2, but i mainly play in 1.5.1, so i don't know for sure if any version-specific issues might appear after playing for a longer amount of time.
If you are using TB'S RF RECEIVER HIDDEN PACKAGE SIDEQUESTS or REWORKED RF RECEIVER addons, you will need to also install one of the compatibility patches included in the archive. (only add the REWORKED RF RECEIVER patch, if you have both, TB's hidden packages AND Reworked RF Receiver addons.) Current patches are for addons of versions 1.8(TB's hidden packages) and 1.3(Reworked RF Receiver).
Edit: made a new patch for reworked rf receiver 1.4, but don't want to update the entire addon file for it, so here's a google drive link instead: Drive.google.com
(i forgot to put it in a separate folder, so if you are using a mod manager, create a new folder for this patch.)
If you are using my old "DEFUSE AND PICKUP YOUR PLANTED EXPLOSIVES" addon, you will have to replace it with this one, as this one is basically an extension of the old one.
Features:
-Plant multiple bombs hooked up to different radio frequencies that will detonate once you send the signals through the correct frequencies. (While holding the radio, use the [Underbarrel grenade launcher] key to send the signal)
-Plant pocket bombs by sneaking behind unsuspecting targets. (You need to be in crouch mode, also you must not be seen by anybody while pocket planting)
-Openly give bombs to your targets through deception (Just stand up, walk close to them and use the pocket plant context menu option. There is random chance they will reject your offers. Friends will accept your "gifts" more often.
There is no cooldown, so you can have as many tries as you want. It's up to you to decide if it's a fair way to play.
-All explosives are shown on the map and can be used to track npc movement.
-If npc with a pocket bomb dies prematurely, the bomb can be taken from their inventory.
-Unused bombs can be picked up by crouching near them and pressing [use] key twice. This works on any of your planted explosives.
-Your proximity bombs won't detect you if you are crouching.
Problems that you might encounter with this addon:
-You can't defuse pocket bombs, so, if you made a mistake, you will have to load a save, kill the target or detonate the bomb to get rid of it.
-The pocket bomb script works by spawning the correct explosive under npc's feet and detonating it after a small delay(the delay is because the bombs don't want to blow up immediately after spawning). Sprinting npcs might outrun the explosives before taking fatal damage.
-Due to the above-mentioned issue, small bombs might also just not be powerful enough to kill enemies with strong armor. Use bigger explosives.
-Kills done with these explosive don't count towards "stalkers killed" statistics.
-I had a case when after a very long time some of my map markers lost their description, however, the bombs still worked just fine. I'm not sure if there are any other issues that could occur after a long time.
-If something unusual(like getting randomly deleted for no reason) happens to an npc with a bomb, there is a chance their map marker won't get removed. I haven't encountered this after a week of testing, but if this happens to you, please notify me in the comments.
-Exceptionally unusual cases might cause a null reference error and crash the game. I spent almost multiple weeks testing and working to make sure this won't happen, but you can't ever be 100% sure. If your game ever crashes with null reference error mentioning files like txr_mines.script, please notify me(Preferably with the text of the error).
-My code is basically a Frankenstein's monster made of modified code pieces taken from the original game, so, if you did not get that already, expect bugs and errors.
Other notes:
-English is not my first language, so if you're a native English speaker, please tell me if any of the addon's text looks weird to you.
-You can give remote explosives to your companions and command them to run towards the enemy, making them into some kind of a suicide bomber. However, i did not add any code for rigging corpses with explosives, so, if somebody kills your kamikaze before you squeeze the trigger, you can't detonate the bomb at their position unless you replant it on the ground near their corpse.
-Gathering behavior in the original Anomaly makes npcs run towards explosives to collect them like other loot. That made random friendly npcs frequently blow up on proximity mines or delete my remote bombs. So i changed the gathering script to stop it from affecting the bombs.
This means you will have to be more precise with the positions of your explosives, if you want to kill somebody. Also it means no compatibility with anything that changes gathering behavior.
-Planting bombs on npcs is very tricky/inconvenient, however i don't plan on changing that, as it adds at least some difficulty to using this already absolutely overpowered mechanic.
-It's possible to plant pocket bombs on enemies during combat with them. If they notice you doing that, they will attempt to remove the bombs with a chance of detonation. I thought it would be more fun when i added that mechanic, but it turned out very risky and pointless.
-You can plant pocket bombs on wounded npcs. However, i did not add anything in case they stay alive, so if you help them up after filling their backpacks with explosives, they will immediately forget about the bomb.
-The original Anomaly has a witness system attached to the mines. However, i'm not sure if it actually does anything. I believe i properly attached this witness system to my remote explosives, however i did not notice any difference with or without it. The relationship and witness system is pretty dumb anyway, good relationships with a faction let you openly kill multiple people before they get actually angry at you.
-There is a bug in Anomaly, when you plant an anti personnel mine, sometimes, depending on the surface, it might disappear(presumably fall under the map). I did not find a fix for this, so you will have to deal with it.
-If you believe that any of this addon's mechanics are too powerful, just don't use them until you find a fitting situation.
-I couldn't find how to make the npc map markers look like normal colored minimap circles, so instead you get these warfare mode map markers that for some reason have "circle_" in their names in the code.
I kinda find it better that way, but some might find it confusing when playing warfare mode. Also i haven't tested the addon in warfare mode, so try it at your own risk.
-If you hate the way i've written the text that npcs say whenever you give them a bomb, you can rewrite it yourself by editing the .xml file.
If you happen to like my addons so much you want to give me money:
I've been told that some people like donating money to modders, and i should try setting up a donation link for myself. So here we are.
Boosty.to
It might be not the most convenient way, but here in Russia we unfortunately don't have that many other ways available right now, due to the you-know-what-crazy-situation.
Also, if you're actually going to donate, make sure the donation sum won't negatively impact your well-being, because i have no clue if i can refund that.
As a bonus, here are some video examples of using proximity explosives:
(all this can be done in the base Anomaly game, except you can't pick up planted bombs without this addon)
Using a proximity IED to protect yourself from a sneaky group of angry soldiers:
Using IEDs to kill a pseudogiant:
Planting mines by corpses/loot/weapons to kill greedy stalkers:
Average
1043 votes submitted.
YES! Your mods are GOLDEN CHEESE, SIR!
NICE
fcking legend
Bro, girl name?
It's December already, so...
Oh my fcking god, This will be fun... Thanks!!
Holy ****
Hey mate, got a question, its possible to create something like a explosive trap for stashes? It explodes when someone opens the stash where its planted. I think it would be funny to use something like that along with this addon Moddb.com
I think i used to have an old piece of code that made my explosives blow up whenever an npc did an animation of picking stuff up near them(That was before i edited npcs' gathering behavior, at that time these ******** were constantly stealing my bombs.)
This could fit your case; however i don't remember if i stored it anywhere, so if i decide to work on that feature, i will have to spend some time to find that function again.
Also, i don't know what would be a good way to tell the game i'm rigging the stash. Adding another option to the context menu would only make it even messier and more inconvenient than it already is.
I might have to save space by connecting these functionalities to some of the radio frequencies.
hey so these mods only work in 1.5.1?
i haven't test them on 1.5.1, 1.5.2
I don't play the game on version 1.5.2, so i can't test it myself.
However, i read the list of old mod files that are incompatible with the 1.5.2 version, and it doesn't seem to mention any of the files i modified, so it *should* work fine.
If you are asking if the addons are compatible with versions below 1.5.1, my answer is: i have no idea.
My suggestion is: just try it. Install and test the addons. If they don't work - remove them, otherwise - have fun.
Make sure to use some kind of a mod managing program, otherwise removing these addons will be a huge pain.
Thank you for the compatibility patches, can't wait to use this!. I was already having so much fun with the IED remotes I'm so hyped to use this now!.
A whole new level of remote mines and explosives.
I used the "remote IED" before which worked good but this one is even better because it builds on already exciting mechanics and items plus it adds new gameplay elements, fantastic work again!
It is possible to use it without addon you mention?
Not sure which addon you are talking about.
The "TB'S RF RECEIVER HIDDEN PACKAGE SIDEQUESTS" or "REWORKED RF RECEIVER" addons do their own thing, and my addon can work fine without them, as long as you don't install the patches if you don't have those addons.
The "DEFUSE AND PICKUP YOUR PLANTED EXPLOSIVES" addon is my old addon which only added a mechanic of picking up the bombs, and that is already implemented in this addon, so you don't need it either.
If you only need the proximity mines functionality, it already exists in the base Anomaly game, you don't even need to install any of my addons. It just won't let you pick them up from the ground.
I try use it with MO2 and I can't use it because of "Mod structure are broken or something"
Hm, that's weird, it works fine on my side.
Are you installing the correct folder? The structure of the addon's folder should go like MODS\RemoteControlledExplosives\gamedata and so on. If you are also using one of the patches, it should be installed/enabled after that addon.
You could try installing it using JSGME, or even doing it manually. Though i advise against manual installation, as dealing with mod conflicts and removing manually installed addons is difficult and can cause problems.
Good God brother, this is amazing along with the other two ones posted. You need an award my guy
Lol, this is so crazy I didn't even imagine it. looks fun XD
someone needs to make it triggered by an nvididia flip phone. you can set the ied's number and then call it in order to explode the ied
Galaxy note 7 IED soon
This addon seems to have a provlem with stashes, everytime I tried to clear a stash, the game crashed
Stashes work fine on my side, so i can't replicate the problem to even begin trying to find its source. I might need a bit more information from you.
-Do you happen to have the error message? (if it even pops up)
-Are you emptying some special stashes from some other addons, or just normal, base game stashes?
-Did you have any file conflicts with other addons during installation?
-Are you using Anomaly version 1.5.1 or 1.5.2?
Anomaly version is 1.5.1, the stash mod I use is Grok s stash overhaul, and thw error was like this line 191, about treasure manager, and the wrror appeared at the moment when I tried to collect the items from the stash
I just tested that addon, with an old save, and with starting a new game. In both cases it worked fine on my side, so i'm not sure what's the problem here.
It might not even be related to my addon.
Can you try saving your game before looting a stash, checking if it crashes your game, then removing my addon, loading the save and checking if it still crashes without my addon?.
I tested version 2.2.0 of that GSO addon, without any extra patches or optional files that it included. I don't know if your version of that mod is different.
So, there is a crash when Stitch gives you a task to find decoder with RF receiver on trucks cemetery. There is a log:
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: ...s.t.a.l.k.e.r anomaly\gamedata\scripts\xr_effects.script:500: attempt to call field 'add_target' (a nil value)
stack trace:
Edit:
My previous assumption about the source of the error was wrong, so i deleted that part of the text to avoid confusion.
So, i tested both 1.5.1 and 1.5.2 versions of Anomaly with both my addon and the Reworked RF receiver addons, and everything worked fine. I got the task, the radio helped me find the decoder, and i successfully brought it back to Stitch without errors.
For some reason, in your case, when the game is trying to call function add_target in the item_radio.script, it cannot find that function.
And even though both the Reworked rf receiver and mine addons edit that script, that particular function is completely identical to Vanilla Anomaly.
So, i'm sorry to say, i can't replicate the problem, and i have no clue what could be different on your side to make it not work properly.
Понял, буду дальше искать причину у себя. Спасибо.
НЕ МОГУ ПОНЯТЬ ЧТО Я ДЕЛАЮ НЕ ТАК: 1. установил ваш аддон. 2. установил патч для rf рессивера 1.3. в инвентаре при нажатии правой кнопкой на бомбе появились новые строки в меню. но когда я нажимаю на кнопку подствольника то игра вылетает. подскажите что делать?
Expression : <no expression>
Function : CScriptEngine::lua_error
File : ..\xrServerEntities\script_engine.cpp
Line : 191
Description : fatal error
Arguments : LUA error: ...aly зимняя\gamedata\scripts\quick_scope_equipping.script:22: attempt to index local 'weapon' (a nil value)
stack trace:
Скорее всего конфликт с аддоном, добавляющим файл quick_scope_equipping.script.
Вероятно при нажатии кнопки гранатомета он пытается активировать определенную функцию на оружии, но вместо нужного ему оружия у вас в руках радио, поэтому он не находит его и выдает ошибку.
Если проблема того мода чисто в использовании функции гранатомета в неправильный момент, то я могу попытаться сделать кнопку сменяемой на любую другую, что скорее всего исправит этот конфликт, но мне нужно время, чтобы научиться внедрять аддон конфигурации MCM в мой аддон.
Попробуй пока поменять строчку 469 в txr_mines.script
bind == key_bindings.kWPN_FUNC
На
bind == key_bindings.kWPN_FIREMODE_PREV
Тогда у тебя она должна будет активироваться на одну из кнопок смены режима стрельбы оружия, вместо кнопки гранатомета.
Отпишись, если сработает.
спасибо. все заработало. отличный аддон
Какая жалость,что кнопки не переиначить
Я так и не научился добавлять опцию смены кнопок в меню, но их можно сменить в коде самостоятельно.
К примеру, если необходимо установить функцию детонации на кнопку U, нужно изменить строку 474 в файле txr_mines.script таким образом:
было:
bind == key_bindings.kWPN_FUNC
стало:
key == DIK_keys.DIK_U
"DIK_U" в данном случае это обозначение клавиши U.
Список обозначений клавиш можно посмотреть здесь(столб DIK ID):
Community.bistudio.com
Я это уже видел у вас.Но: 1.кнопка U задействована для быстрой разрядки а; 2.где этот файл? А вы не можете как-то настройку кнопки вынести в МСМ-меню ?
Кнопка U тут лишь как пример, я не просто так дал ссылку на лист остальных кнопок.
путь к файлу:
gamedata\scripts\txr_mines.script
Если ты пользуешься MO2, то тебе надо изменить этот файл в самой папке мода.
Иначе, по тому-же пути в файлах игры.
Как я сказал выше, я так и не научился добавлять это в виде опции. Я уже потратил всё лето на эти моды, и не могу позволить себе потратить еще несколько недель на одну опцию, когда есть другие варианты.
Технически возможно вывести опцию в основном меню игры, так как она даёт 3 дополнительных места для кнопок моддеров, но если другие моды уже пользуются ими, то будут конфликты.
Будет меньше головной боли, если просто изменить эту настройку в выше упомянутом файле.
Ты невнимательно читаешь.Есть такой мод "МСМ-меню",который специально создан для остальных модеров,чтоб они добавляли в него свои кнопки,а не в меню игры.
Ты же видел мои другие моды с MCM меткой, очевидно что я знаю про него. Третий раз говорю, я просто не научился пользоваться этой функцией данного мода.
Я ведь думал,что ты в игровую функцию настройки клавиш не можешь.А спросить совета автора того мода гордость не позволяет?
Скорее отсутствие особой необходимости. Я потратил на моды достаточное количество времени, а проблем со сменой кнопок через код у людей не было до текущего момента.
Даже если я спрошу совета, мне всё равно потребуется время на внедрение дополнительной функции и в интерфейс, и затем в тестирование и настройку её работы со скриптом. Не говоря уже о необходимости снова паковать, загружать и переписывать описание для новой версии файла.
Я не хочу тратить несколько часов на то, что пользователь может решить за 5 минут.
Дело,конечно хозяйское.Делайте как считаете нужным.Но Вы ведь не остановитесь на этом.И в будущем может это пригодиться.
Playing on 1.5.2 and facing an issue with Butterfly mines, they just don't seem to function. All of them are duds. IEDs work fine though
I can't reproduce the issue, my mines explode just fine.
Though there is a known bug in the game that sometimes makes butterfly mines disappear when you plant them(I assume they just accidentally fall under the ground due to their small hitbox). Try planting the mines on a different surface and see if it's visible. If you can't find it, you likely won't see it explode.
Unfortunately, if that's the bug you're having, i don't know what to do to fix it. I tried using commands to teleport these mines above the character, but it either didn't work at all, or the game despawned the mines before the command could take effect.
(Also, if you are somehow having a different bug, i can't really help with it either, because i can't reproduce it to find what causes it.)
No, the issue was that you couldn't arm the mines to begin with.
It seems that it conflicted with your defuse mod. Turned it off and now works like a charm :)
So ig no need for the previous defuse mod as it was implemented with this one. Thanks for the reply and great mods!
Ok I found some new revelation. It seems that the explosives sold by the traders are all duds. But the ones spawned from the debug menu are functional. Am not sure about the ones looted from bodies tho. Running on Gamma btw.
I never played with the addon on Gamma, so not sure how explosives work in there.
I remember that in 1.5.1 crafted mines were different from mines sold by traders and didn't work at all, but this should've been fixed in 1.5.2 version.
Perhaps Gamma has some other changes that also affect the mines.
this will be great for clearing out huge camps like merc base
Can't install via MO2.
I can't give much help with this amount of information.
Does it give an error?
Did you extract the addon correctly and choose the proper install path?
It says "You can install this addon by placing files manually, or, what is more recommended, using MO2 or JSGME."
So I downloaded the zip through the download here button above. Then in MO2, clicked install a new mod from an archive, then it said, "The content of <Anomaly> does not look valid".
If you just told the mod organizer to use the archive, it won't work because the archive contains more files than just the mod itself.
The folder from the archive, that has to be installed, is "RemoteControlledExplosives"
Also make sure you chose the correct installation path. It should be the game's main folder, the one that contains the game's launcher and folders like "gamedata".
К сожалению, есть неявный конфликт с аддоном "Разобрать всё", удаление последнего приводит к работе этого, а НЕудаление - к пропаже функций у всей взрывчатки в этом. Не хочется ни один сносить, появилось после последнего обновления бинарников.
Есть ссылка на этот аддон? Не могу нигде его найти.
Без доступа к аддону я не смогу даже предположить в чём может быть проблема.