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Poor Old Spike

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Reply with quote  #1 

With Tayuk's and Careerevil's help I've put together this basic tutorial which should interest anybody like me who has a healthy interest in explosives. They're fiddly to use because you have to 1- place the Charge, 2-plug a wire into it, 3-withdraw, 4-place a detonator, 5-plug the end of the wire into the detonator and then 5-trigger the explosion.
(Note- some tutorials around the net and some youtube videos are out of date, they say we need a couple of Modules to make explosives work, but in fact we don't) 

Place a man in the editor (you). He need not be a Sapper, just an ordinary soldier will do like this Rifleman (Private).
Place a 'Mines (Wehrmacht)' ammo crate.



Take out a Charge (3kg), a Detonator,a Wire and a Sapper's Tools if you aren't already carrying them.
(you can take the smaller standard Charge if you like but I like the big 3kg jobs)



We'll blow up that house-



Run up to it and click the wheel to Put Charge



Now the fiddly bit- move your cursor off to one side, hold the wheel and waggle the mouse around and over the Charge til the Lay Wire option comes up and wheel-click it. (use 1st or 3rd person views, whichever you prefer)



Walk backwards to a hopefully safe distance trailing the abstracted wire (it's invisible)- 

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Poor Old Spike

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Reply with quote  #2 

Select Put Detonator


That's what the detonator looks like-


Another fiddly bit- move the cursor to one side, hold the wheel and waggle the mouse around til the Attach Wire option comes up, wheel-click it



The final fiddly bit- As before, hold the wheel and skate the mouse around to make the Use order come up. Wheel-click it


Boom!


Inspect your handiwork, it looks like the UFO from the old TV series 'The Invaders':- "and now David Vincent knows the invaders are here"..

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Poor Old Spike

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Reply with quote  #3 
I just ran this test to get some rough idea of wire length by placing a 3kg charge against that windmill and blowing it up, the length is pretty good. (It took me two tries to blow it because I fluffed the wheel clicks the first time and had to start again, it's very fiddly like I said)



Incidentally for a change I used an ordinary machinegunner this time and told him to take the Charge, Detonator, Wire and Sappers Tools out of the box. (You might have to tell him to drop some equipment so he'll have room to pick up the new stuff)
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Poor Old Spike

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Reply with quote  #4 
Tayuk said this in another thread-
Quote:
Originally Posted by Tayuk
Please note that always place opjects on the floor on a level surface otherwise they sometimes disappear below the ground. Also this can be a bit buggy as in you do it all right but your not getting the mouse options to do the various things, just stick with it and maybe change position a bit, but it gets easier as you do it.
The satchels arn't available as a selection from any ammo crate as standard, they have to be added using a command like this below in the ammobox's init field:- PIPEBOMB being the class name of the satchel charge and 10 being the quantity. (These work the same as in ARMA, you just place, run and use).

this addMagazineCargo ["PIPEBOMB", 10];


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Thanx mate, now we can have Satchels in IF without having to fiddle with wires and detonators and stuff..

I just tried it and they work perfectly, there they are in the toybox..

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