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Trip-wire mine not works stable
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Description

Unfortunately, I observe that trip-wire mine mine in Arma3 will not work stably, for reasons unknown to me, the victim can avoid defeat, which is completely impossible in real life.
There is no way to go through a rope that is stretched out in your path.

Video example

Please make it work reliably, anywhere, especially in doorways.

Details

Severity
None
Resolution
Open
Reproducibility
Always
Operating System
Windows 10 x64
Category
General
Steps To Reproduce
  1. Put trip-wire mine into the doorway as in my video example. I use Altis house with coordinates [22571.7,21961.2,0]
  1. Set a waypoint for NPC passing through the this doorway
  1. Run game and watch

    I do not exclude that trip-wire mine will work for you, but the problem is that the mine does not work stably, even in open and flat spaces!

There is always a 50/50 chance that a person will pass through the trip-wire without hooking it, which is impossible in real life. The stability of such a mine must be 100%

Event Timeline

mickeymen renamed this task from Tripwire mine does not work stable to Tripwire mine not works stable.
mickeymen renamed this task from Tripwire mine not works stable to Trip-wire mine not works stable.Sat, Oct 30, 1:23 AM
mickeymen updated the task description. (Show Details)
mickeymen edited Steps To Reproduce. (Show Details)
mickeymen updated the task description. (Show Details)Sat, Oct 30, 12:12 PM
Tenshi added a subscriber: Tenshi.Tue, Nov 2, 2:40 PM

Hello, I couldn't repro this issue on our internal version.
i made an square out of tripwires and used zeus to guide different types of soldiers into the center.
It worked for me 100% of the time, i just had to make sure to spawn the soldiers at a big enough distance that they didn't activate the safety feature on the mines.

If its not the safety feature causing your issue i think it could be the AI pathfinding, as they sometimes can glitch through walls skipping the doorway entirely.
If that's what is happening I'm afraid there is no fix as that's a really complex issue.

Tenshi changed the task status from New to Reviewed.Tue, Nov 2, 2:40 PM
mickeymen added a comment.EditedThu, Nov 4, 12:14 AM

i made an square out of tripwires and used zeus to guide different types of soldiers into the center.

How I understand, you created it in an open space, but I'm still talking about a problem inside buildings.
It seems to me that BIS needs to check the AI pathfinding for all buildings for a long time, this would solve many other problems, besides the problem with trip-wire mine. As I understand it, this should not be expected for Arma3?

By the way, there may be another problem.
The mine itself is not registered on the surface of this building floor. The game not see this , since this mine for some reasons is not registered on the building floor.
Check it out the floor plane of this building - Altis coordinates [22571.7,21961.2,0], which must registering each mine.

Tenshi added a comment.EditedFri, Nov 5, 11:21 AM

Yes i tested the tripwire itself to see if it would fail to explode, as you said it didn't work stably.
I'm a QA tester so i cant really elaborate on how difficult to fix something is.
However anything that we try to change has the potential to break more then it fixes, as Arma 3 is a complex game that interacts with many mods and servers.
So no we don't have plans to update the Pathfinding.

For the new problem, can you elaborate on what you mean with register? I've placed several trip mines on the top and bottom floor of the building and was able to walk though and activate them.
The only exception was when the mine part of the tripmine was embedded in the wall.
Is that what you are talking about?

Tenshi changed the task status from Reviewed to Need More Info.Fri, Nov 5, 11:21 AM
mickeymen added a comment.EditedFri, Nov 5, 1:00 PM

Hi! @Tenshi

So no we don't have plans to update the Pathfinding.

I very sad(

Is that what you are talking about?

No, not really

what you mean with register?

I just assumed that the boundaries of the collision model of this building does not correspond to the shape of the building. In my video example, I installed a mine on the door sill, this is the edge of the interior, isn't it?

As far as I understand, the geometry of this building is not the environment 3D model. The house is a separate object that can be added in the editor. Also, the visual geometry of this Building must have a collision geometry. I suspect it's called Fire-Gemetry in Arma3 or Collision Mesh as in some other games.

If we talk about mines, then I logically suspect, that the same special 3D model should register the mine installation.
I just assumed that this collision model may not correspond, for some reason, to the model of the house itself. Or maybe she is displaced.
As a result, a mine placed on the door sill is not registered by the game as an activated explosive.

Summary - check collision model or other model which should register the activation of the mine for building with Altis coordinates - [22571.7,21961.2,0]
Of course if it possible.

This comment was removed by BIS_fnc_KK.