About Vehicle Mines
Anti-Tank and Sea mines.
Work on vehicles parented to NPC
Works on Bradley
Works on cars
Works on bikes of all kinds
Works on SnowMobile
Placeable ANYWHERE
Very Customizable,
Vehicle Mines v1.0.20
PUBLISH UPDATE
=====================
Depth Charge selector and client-RPC safety update.
Depth selector changes
Removed the keyboard-backed CUI input field that could trigger a client-sideRPC Error in AddUI disconnect.
Replaced it with a compact centered selector built only from standard CUIpanels, labels, and buttons.
The selector uses a clickable horizontal depth bar plus -1 m and 1 m buttons.
The currently selected depth and measured minimum/maximum values are shown inthe panel.
Water-column measurement
Hold a Depth Charge and aim at deep water.
Primary fire samples the water surface at the aimed position.
A downward Terrain/World raycast finds the seabed and measures the full watercolumn.
Placement is rejected unless the column is at least 10 metres deep.
The selectable range begins 5 metres below the water surface and ends at theseabed-safe maximum:
minimum = 5.0 m below surface maximum = measured water depth - seabed clearance
The default seabed clearance is 0.25 metres.
The server repeats the water and seabed checks when DEPLOY is clicked andclamps a stale or excessive selection to the current safe maximum.
Example
For a measured 27.4 metre water column with 0.25 metre seabed clearance, the UIshows a selectable range of 5.0 m through 27.15 m. The bar uses whole-metreselection steps, while its final endpoint can select the exact safe maximum.
Default placement settings
"Depth Charge Minimum Water Column Metres": 10.0,"Depth Charge Default Deployment Depth Metres": 10.0,"Depth Charge Minimum Selectable Depth Metres": 5.0,"Depth Charge Seabed Clearance Metres": 0.25,"Depth Charge Placement Confirmation Timeout Seconds": 20.0,"Depth Charge Maximum Player Movement Before Confirmation Metres": 3.0,"Depth Charge Maximum Seabed Raycast Distance Metres": 500.0
The existing config is migrated automatically. Any saved selectable minimumbelow 5 metres is normalized to 5 metres on load.
Admin give command
/vmgive depth [amount]
/vmgive av [amount] (antivehicle mine)
/vmgive sea [amount] (sea mine surface)
Aliases: depthcharge, dc
Usage
Place object. If depth charge. Select depth via on screen ui. click deploy.Mines can be destroyes without triggering an explosion.Mines can be salvaged using salvage hammer and hitting the mine once. It will give you lowgrade, explosives, metal frags, and HQM depending on mine type.
Mines interact with all vehicles except air vehicles. Doesnt matter if operated by AI, or player, or even empty.
Land mines use C4 as a base. Sea mines use satchels as base. (for frag spall vs pressure)
The plugin functions by applying an explosive charge to the vehicle where collided for 1 tick and detonates. Player cannot even tell satchel or C4 was used except explosion sound.
Known Issues.
no icons setup in imagelibrary. Implementation of satchel base in inventory to force icon in progress
PATCHED/FIXED.Decay added in 1.0.20 clamped UP TO 1 YEAR decay for servers that are no-wipeReflection patchedLangAPI implemented
Installation
Copy VehicleMines.cs to oxide/plugins/VehicleMines.cs.
Run: oxide.reload VehicleMines
Confirm the server reports Vehicle Mines vXXXX
CTA
I am looking for someone to test carbon implementation when ready. I do not use carbon, so i need a third person. I will extend credits, and hook you up with a package I am working on pre-release as a thank you