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Fix Large IED defuse distance #5261

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merged 7 commits into from Jun 9, 2017
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@Phyma Phyma commented Jun 8, 2017

When merged this pull request will:

  • IED will get size variable. 0 for small, 1 for large.
  • This size will determine how far the defuse range should be, might be used for other things aswell.
  • Increase defusal range for large IEDs to replicate behaviour of small IEDs, you can now crouch to big IEDs but be aware!
  • Will add Tip on wiki about defusing
  • Will fix Large IEDs (pressure plate) exploding before defuse action is shown #5258

PS I know _size == 1 might be redundant but its how I write because _size is formally a number not a bool then you have to compare it and not just if (_size)

@PabstMirror PabstMirror added the kind/bug-fix Release Notes: **FIXED:** label Jun 8, 2017
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Phyma commented Jun 8, 2017

Last commit is ofc: Fixed typo hehe

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I still couldn't defuse the big ied without exploding

		class RangeTrigger: Default {
			mineTriggerType = "radius";
			mineTriggerRange = 2;

is more than the large's 1.5m

so maybe we need a huge size?

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Phyma commented Jun 8, 2017 via email

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I think it explodes at 2, so probably at least 2.5

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Phyma commented Jun 8, 2017 via email

@jonpas jonpas changed the title Largeied fix Fix Large IED defuse distance Jun 8, 2017
@PabstMirror PabstMirror added this to the 3.10.0 milestone Jun 8, 2017
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Adding notes from slack

`cursorObject distance (player modelToWorld (player selectionPosition "pilot"))` = 1.35
`cursorObject distance player` = 2.02676

So that's why prone is safer
and it's possible to defuse large IED while crouched

@@ -27,10 +27,13 @@ class CfgAmmo {
class PipeBombCore: TimeBombCore;
class PipeBombBase: PipeBombCore;
*/
// GVAR(size) = 0; is small size
// GVAR(size) = 1; is large size
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This should be put into the framework page of documentation.

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added

@PabstMirror PabstMirror merged commit 48b9a61 into acemod:master Jun 9, 2017
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Large IEDs (pressure plate) exploding before defuse action is shown
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