Throwable IEDs, Remote explosives, Gunslinger Grenade Anims and Alt fire for all explosives.
Makes IEDs throwable and changes the behavior of all explosives.
B.O.O. attempts to improve the experience of using all explosives in stalker by making them more consistent and providing alternate fire modes. The mod has 4 components:
1.) Ported Gunslinger grenade animations
2.) Throwable IEDs equipable to grenade slot
3.) Alt fire mode for every thrown explosive
3.) IEDs recipes that add the ability to be planted, detonated and disarmed via remotes.
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The fun part of using grenades and other explosives in competitive games is that they behave consistently. They have fixed vectors which allows the memorization of lineups and can make for some incredible clips and moments. Anomaly's grenades do not go far enough at their default range and using the right click is unpredictable since the force indicator was removed.
- All grenades now have a fixed throw distance, increased throwing speed, a shortened timer and consistent arc. These changes were tested to match the average throw range in most shooters with large maps.
- All grenades now feature an underhanded toss as an alt fire (right click) which can be tapped (it is instant but can be held until in position)
Grenades can now be used to flush entrenched Stalkers or clear rooms giving them a clearer role in the hierarchy with intuitive controls.
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Vanilla IEDs in Anomaly are clumsy and rarely offer the utility to justify the resources that go into making them (I have never willingly sacrificed a hand grenade to make an IED) IED are now equipable as makeshift, dangerous explosives.
RPG
- Primary fire is a lobbed satchel charge with a very short fuse.
- ALT fire is a risky underhanded toss for use against pushing enemies from cover
Chemical
- Primary fire drops the satchel at feet with a 4 second timer. Useful for dropping while fleeing from mutants.
- ALT fire tosses satchel like conventional grenade bundle with a shorter range and 4 second timer for chokepoint zoning and gaining distance.
-Butterfly
-unchanged but persistent through level transitions for setting traps.
These changes were made and balanced around the remade recipes of IEDs in GAMMA.
[NOTES: the quickthrow key will always use the Primary Fire throw values. Thrown IEDs do not yet have a HUD or animations.]
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Finally, IEDS now have recipes that add a 3rd firemod - planted explosive. They can be detonated or disarmed with remotes that can be crafted or bought via traders. They can still be equipped to slot to throw when modified like this, however, disarming planted mines fries the remote triggers (except PFM mines)
Unlike thrown explosives, planted explosives do not alarm nearby Stalkers.
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Requirements:
None with GAMMA but you will need TB'S 475 NEW STASH LOCATIONS V1.4 installed otherwise
Credits:
HUGE thanks to Arti for being a god-tier code wizard, coding the scripts of the remote explosive component and being great friend :]
Thanks to billwa for their diligent work porting gunslinger assets for our use.
Thanks to Grok for the unban T-T
QA:
Can i use this in vanilla anomaly or other modpacks?
Yes but i did all testing and balancing in GAMMA with an hud fov of 0.6
Can I include this in my modpack?
Please ask - Im unlikely to say no. I dont bite ;]
Whats next?
A compatibility patch that adds certain items to the starting loadouts.
Im not an animator, so finding some animations would be very cool
More mods on the way, ive made many but never released them!
2/27/24 -
I am archiving this mod until I have the time to convert it to DLTX.
Thank you all for all the support and feedback! I can't wait to update this for maximum compatibility.
bloody brilliant!
Thanks!!! Im big into QOL mods. Anomaly already has enough base code to implement most of what I want out of it
for remote_ied not the rpg one could you make it throwable a little further and without detonating it like battlefield/rainbow six siege style, that would be cool af to do
also preview: Youtube.com
Im not sure what you mean? Also great preview :]
How would you get this to work with normal anomaly other than TBF's new stashes?
It should work fine with just TBF new stashes and thats all but the balance was built around GAMMA. For example, in GAMMA, the RPG IED requires 3 grenades in the recipe, so the change in utility from this mod reflects that substantial cost. I cant say these wouldn't be overpowered in vanilla.
You could create a dltx mod file that changes their crafting recipes so the balance transfers over.
the title is really scary :(
👻
cool mod 10/10 know this mode makes these worth picking up and using
actiovate your windows and dont name your mod scary names XD
Ty! :3
Blast-Objects Overhaul MOD (B.O.O.M)
but thats not scary!!! >:0
If no scary; use more explosives! >:P
Is there a way to just make the vanilla IEDs and mine's explosion bigger?
Whenever I run over my own mine all I get is a blurred screen and some broken ego, instead of it pulverizing my leg.
For IEDs, since they can throw tanks in the air IRL, daddy wants big boom.
I've tried to play with the values in items_explosive.ltx but that didn't work.
Lol you can always edit the correct fields in items_explosive.ltx (be sure to read the annotations!!!) but i HIGHLY recommend learning DLTX.
Its an insanely powerful tool that can make what you want possible in just 3 lines of code with compatibility with all mods. Cheers :]
is this compatible for non gamma player adding this mod to his amomaly?
Please read description
Is it possible to make it compatible with this mod? since they both have good ideas
Moddb.com
is there a way to have the original hold left click / hold right click to power up throw back ? if so how ? really cool mod
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CModelPool::Instance_Load
[error]File : ..\xrRender\ModelPool.cpp
[error]Line : 120
[error]Description : fatal error
[error]Arguments : Can't find model file 'dynamics\weapons\wpn_grenes\wpn_vog25hattab.ogf'.
stack trace:
Can confirm i have the same error.
this is a very good mod i like it. it really breaths new life into the explosives and makes ieds more fun
my only suggestion is to have the remotes be used in the detector slot
do i have to restart progress after adding this addon?
Love this mod, would be nice to get a patch for eft tho.
crash when trying to enter cordon
Expression: <no expression>
Function : CModelPool::Instance_ Load
File:
D:\a\xray-monolith\xray-monolith\src\Layers\xrRender\ModelPool.cpp
Line: 120
Description : fatal error
Arguments : Can't find model file 'tbstashitbstsh7.ogf'.
stack trace:
help please :(
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