Mj.Blindfisch
Bulletdrop-Buddha
+338|6915|Germany

UnOriginalNuttah wrote:

is there a delay between drop and arm?
Yes,it is in that line of code: ObjectTemplate.armingDelay 3 -> claymore is armed 3 seconds after placement.

UnOriginalNuttah wrote:

say you are in a corridor with no choice but to crawl through the 7m trigger zone.... that'll require about 10s/m (@0.1m/s) x 7m = 70 seconds minimum to crawl through the zone... obviously if there might be a slightly shorter path near the edge of the trigger radius, but it's still a hell of a long time not to hold that button a millisecond too long.  Remember, it's only 10cm per second or it blows...
I want to see that in a video or try this myself first before I actually believe that it's possible to crawl over claymores if you just stay slow enough.

And who knows if you really have to tip your movement keys,maybe you can zoom with the iron sights and just keep the forward key pressed.
Is it allowed to shoot,reload or throw a nade while crawling towards the clay or does the trigger pick up these movements too?
I guess there will a lot of other questions show up and all that still needs some research and testing.

But besides that,if in theory you are right,if there's no way to crawl sideways out of the 30° trigger cone it takes damn long to overcome this.

Last edited by Mj.Blindfisch (2006-09-03 10:33:57)

samfink
Member
+31|6774
particuarly if it is just to get to a sniper, as the sniper would probaably notice you first.
[RDH]Warlord
Quakecon Attendee
+17|6877|SLC, Utah, USA
Just like in BF1942 (landmines) all items dropped by the kit vanish when the kit itself vanishes.  The kit appears the instant you die, and lasts for 15 more seconds after you spawn (15 seconds of death + 15 seconds of life = 30 seconds that the kit lives).  Keeping the kit alive (by swapping kits back and forth or just keeping it) will ensure the item stays for much longer.  I believe, though, that taking the kits makes it yours, but doesn't change the skull indication so you would TK someone when they die by it, even though it has no skull icon.

As for the skull icon, I believe it has a much larger range than 10M.

Last edited by [RDH]Warlord (2006-09-07 11:41:18)

oberst_enzian
Member
+234|6961|melb.au
i proned right in front of a sniper dropping a claymore just the other night, just around the corner from the enemy spawn point. since i could shoot and reload just fine I lay there for awhile and got four kills... was lying there for about thirty seconds.

what set it off was an enemy soldier coming up behind me to kill me! it killed me and tk'd him, l.m.a.o.

being able to know hwo to crawl forward slowly enough to not set it off would have been very very useful indeed...

Last edited by oberst_enzian (2006-09-07 18:10:22)

Mj.Blindfisch
Bulletdrop-Buddha
+338|6915|Germany

[RDH]Warlord wrote:

Just like in BF1942 (landmines) all items dropped by the kit vanish when the kit itself vanishes.  The kit appears the instant you die, and lasts for 15 more seconds after you spawn (15 seconds of death + 15 seconds of life = 30 seconds that the kit lives).
Yup,the only line of code which could fit to it would be this one: ObjectTemplate.keepProjectiles 30 ,so I guess it actually is 30 seconds after the sniper's death when the clay disappears.

[RDH]Warlord wrote:

As for the skull icon, I believe it has a much larger range than 10M.
The code says : ObjectTemplate.detonation.detectionRadius 10 ,radius = distance(try to stay away from an object at an exact distance and walk around it,it will be a circle).

I tested this in singleplayer from the front of claymore and it's exactly 10 meters.
If you can detect the mine from every side you have a big 20m wide circle.So the 10m are probably correct,it already is a huge detection area.

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