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Old 02/09/2016, 07:43 PM   #41
AbyssMorgan
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Default Re: Dynamic Military Landmines System

Quote:
Originally Posted by Crayder View Post
You should add some kind of ray casting...

Like put a proximity mine on inside a doorway, and point it's ray across the doorway. Instead of constant timers and inefficient looping you could detect every time a player moves at least 0.25 units, and when they do check which mines they are in range of, for each of those mines check if the ray collides the player's collision sphere (1 unit radius since players are 2 units tall).

Just a concept. I'll play with this concept myself to see what I can come up with.
It would be best to check the radius explosion.
It is now the size of the arena (detection range).
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Old 02/09/2016, 08:02 PM   #42
Crayder
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Default Re: Dynamic Military Landmines System

Quote:
Originally Posted by AbyssMorgan View Post
It would be best to check the radius explosion.
It is now the size of the arena (detection range).
I'm not saying you should remove that. I'm saying it would be better with more than just that type of mine. However, I already got my system working, and I might release it when Incognito adds a feature to streamer that'll make it more efficient (he's already considering it).
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Old 21/08/2017, 05:06 PM   #43
AbyssMorgan
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Default Re: Dynamic Military Landmines System

Update v2.1.0:

- Added support for CreateDynamicExplosionDMG (now mine auto detect player death)

- Added support for Streamer Tags

- Updated functions:
Code:
CreateDynamicMine(type,Float:detection_range,Float:explode_radius,Float:health,respawntime,Float:x,Float:y,Float:z,
worldid,interiorid,playerid,Float:streamdistance,mine_object = MINE_OBJECT_STANDARD,teamid = ANY_TEAM,
detect_type = MINE_DETECT_TYPE_ALL,byplayerid = INVALID_PLAYER_ID,Float:damage=-1.0,Float:vehicle_damage=-1.0);
 
CreateDynamicMineEx(objectid,type,Float:detection_range,Float:explode_radius,Float:health,respawntime,Float:x,Float:y,Float:z,
Float:rx,Float:ry,Float:rz,worldid,interiorid,playerid,Float:streamdistance,teamid = ANY_TEAM,
detect_type = MINE_DETECT_TYPE_ALL,byplayerid = INVALID_PLAYER_ID,Float:damage=-1.0,Float:vehicle_damage=-1.0);

//if damage is -1 mine generated standard DynamicExplosion without DMG system
//if vehicle damage is -1 and damage is not -1, vehicle damage now is 750
- Added extended functions:
PHP Code:
Float:GetDynamicMineDamage(mobid);
SetDynamicMineDamage(mobid,Float:damage);
Float:GetDynamicMineVehicleDamage(mobid);
SetDynamicMineVehicleDamage(mobid,Float:damage); 
- Added macro for loop
PHP Code:
Mine_Update(variable); 
- Fixed callback
PHP Code:
OnMineDestroy call to all scripts 
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Old 09/10/2019, 06:28 PM   #44
AbyssMorgan
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Default Re: Dynamic Military Landmines System

Update v2.2.0:

- Renamed MAX_MINE to MAX_DYNAMIC_MINES (redefine now allowed)

- Renamed functions:
PHP Code:
CreateDynamicMine -> Mine::Create
CreateDynamicMineEx 
-> Mine::CreateEx

DestroyDynamicMine 
-> Mines::Destroy

etc

- Added Extended Grenade functions:
PHP Code:
Mines::GetEffectVisibility();
Mines::SetEffectVisibility(Float:streamdistance);
Mines::GetSpecialWeapon(mobid);
Mines::SetSpecialWeapon(mobid,special_weaponid);
Mines::GetEffectID(mobid);
Mines::SetEffectID(mobid,effectid);
Mines::GetEffectDMG(mobid);
Mines::SetEffectDMG(mobid,Float:damage);
Mines::GetEffectVDMG(mobid);
Mines::SetEffectVDMG(mobid,Float:veh_damage);
Mines::GetEffectTime(mobid);
Mines::SetEffectTime(mobid,seconds); 
Video:
https://www.youtube.com/watch?v=_E3tw_qYzhI

Extended Grenade:
ExtendedGrenade.inc Thread
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Old 01/11/2019, 08:54 AM   #45
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Default Re: Dynamic Military Landmines System

Minor Update v2.2.1:

- Added support for NO_TEAM
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