Ok,let's gather all of the data:Mj.Blindfisch wrote:
Claymores have a trigger which reacts and detonates the claymore when an object(soldier,vehicle) engages the claymore from the front and advances to a 7 meter distance.
The target has to move atleast with a speed of 0.1 meters/second(that's what I guess from the victinMinSpeed line) to trigger the claymore.
The trigger angle is 30° wide,the blast angle is 45° wide and both are directed exactly away from the front of the claymore(this side towards enemy,you know).
The blast has a effective killing range of 15 meters and delivers 200 points of damage.
Mj.Blindfisch wrote:
... the detection range definitely is 10 meters.
I placed a claymore and an attack-marker,moved around the claymore and approached it directly from the front,the red skull shows up exactly at 10 meters distance.
It is meters in the game AND in the .con files.
Mj.Blindfisch wrote:
At 7 meters distance the width of the trigger area is 3.8 m and there's a 6 meters wide kill zone.
10m -> 8.5 meters wide kill zone (no trigger data because it doesn't trigger at that range)
15m -> 12.7 meters wide kill zone
5m -> trigger zone 2.5 meters,kill zone 4.2 meters wide
3m -> trigger zone 1.5 meters,kill zone 2.5 meters
2m -> trigger zone 1 meter,kill zone 1.7 meters
If these are accurate there's a 100% way around claymores.
When it's possible to crawl slower than the VictimMinSpeed of 0.1(whatever that is) you could actually crawl over them.
The questions if the 0.1 in the VictimMinSpeed code line are actually meters/second,whether it's possible to crawl slower than these 0.1(meters/second(?)) or not and if you can crawl right over a claymore with this speed still remain...
But I hope the thread is helpful for both,claymore-whores and gaymore-haters....let's see some brains used when placing and avoiding claymores.
Last edited by Mj.Blindfisch (2006-09-02 12:29:15)