DayZ
Chaoslink Jan 30, 2016 @ 11:30am
Tripwire traps
So recently I learned that in addition to making a rabbit snare, metal wire can be used to make a tripwire trap. Didn't think much of it until I learned you can attach a grenade to it to make a tripwire mine with a delayed explosion. Thought that was cool, but it makes me wonder, how long do these persist? If they aren't long-term persistent, I don't wanna take the time to make a bunch and hide them to defend my camp. I might use one or two if they last until server restart at least. Anyone know how long they persist?
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Showing 1-15 of 15 comments
Wiitendo (Banned) Jan 30, 2016 @ 12:44pm 
I have been exerimenting with tripwires and try adding a few nades on them aswell, i am not 100% sure if this was just some kind of rare bug, but i have notice that the persistance of items drop on the ground can remain there if a player/survivor remains within the location of said items (For an hour or 30minutes? somtimes forever or until reset).. however if you walk a fair amount of distance from it the items can dissapear.

i was trying to build a farm made rabbit snare traps, i added a few nade traps for unwated guest aswell.. i ran to the water location to get water for my crops, when i came back all my snare traps and even crops dissapear and i had to remake everything.

My solution, if you are creating traps.. leaving the area will cause them to no longer appear in the location you left them (Possibly it has happen to me), how far one must travel before it dissapear is beyond me i have no answer for that.


I am also interested in this if anybody else has further answers or input.
Last edited by Wiitendo; Jan 30, 2016 @ 12:45pm
Chaoslink Jan 30, 2016 @ 12:46pm 
Well I know about the crops thing, it even breaks the plot, preventing you from using it. I've also watched things disappear after a short time being on the ground, I just don't know if the nade trap will disappear after the usual 30-45 minutes, that being the average duration on most items.
Chaoslink Jan 30, 2016 @ 1:50pm 
If it doesn't, it probably will later on. Always assume things will change from how they are now.
Chaoslink Jan 30, 2016 @ 4:40pm 
Y'know, now that I think of it, they should also add compatibility to the tripwire so it works with chemlights/flaregun for nighttime and smoke granades or flashbangs as well. Imagine you walk through a fence in town at night and all of the sudden you hear a loud noise next to you and a second later the whole area lights up from a flare that shot into the sky by your feet. That'd scare someone real nice.
Wiitendo (Banned) Jan 30, 2016 @ 4:42pm 
Originally posted by Chaoslink:
Y'know, now that I think of it, they should also add compatibility to the tripwire so it works with chemlights/flaregun for nighttime and smoke granades or flashbangs as well. Imagine you walk through a fence in town at night and all of the sudden you hear a loud noise next to you and a second later the whole area lights up from a flare that shot into the sky by your feet. That'd scare someone real nice.


Wow, interesting..
Speedbump (Banned) Jan 30, 2016 @ 4:44pm 
Pretty certain they don't even work anyway OP, I've tested the grenade tripewire quite a few times this patch and every time it has failed to actually work.
Chaoslink Jan 30, 2016 @ 5:58pm 
Originally posted by FruityInYourMouth:
Pretty certain they don't even work anyway OP, I've tested the grenade tripewire quite a few times this patch and every time it has failed to actually work.
Did you unpin the grenade?
Speedbump (Banned) Jan 30, 2016 @ 6:10pm 
Originally posted by Chaoslink:
Originally posted by FruityInYourMouth:
Pretty certain they don't even work anyway OP, I've tested the grenade tripewire quite a few times this patch and every time it has failed to actually work.
Did you unpin the grenade?
Yessir. Though that is kinda the wires job.
Chaoslink Jan 31, 2016 @ 1:07am 
Originally posted by FruityInYourMouth:
Originally posted by Chaoslink:
Did you unpin the grenade?
Yessir. Though that is kinda the wires job.
Nah, the wire only holds down the clamp thingy that prevents the fuse from burning down. Once the tension from the wire is released, it lets it go and the grenade fully arms. A trap like this that had an unpinned grenade would not likely be strong enough to reliably unpin the grenade. I mean, them suckers need to be hard to pull out else you might have them fall out on their own.
Last edited by Chaoslink; Jan 31, 2016 @ 1:07am
Twitchey Jan 31, 2016 @ 1:20am 
Originally posted by Chaoslink:
If it doesn't, it probably will later on. Always assume things will change from how they are now.

Yep, maybe, I hope to see persistance on traps too, but my god, would it make navigating the map difficult if everybodies booby traps lasted forever. :D

Also I'm really not sure how grenade based booby traps work in reality (not in my resume unfortunately), but I would think the wire was attached to the grenade pin, and the wire pulled tight enough to be tense but not enough that the pin would be dislodged without added pressure.

In fact metal wire wouldn't really be that good for the job unless it is like filament right? You would be better off with fishing wire, or twine maybe.
Last edited by Twitchey; Jan 31, 2016 @ 2:16am
Gaff Zero Feb 3, 2016 @ 9:02pm 
Trip flares (M49A1) require a bracket to mount, which is included in the packing along with a spool of line and two nails. For a loose line, it is indeed attached to the pin. However, for a taut line it is removed completely once proper tension rotates the spring/lever into the correct position.

The main difference is a taut line will go off if the line is cut, where a loose would not.
Loose is preferable in tall grass/shrubs, as wind can apply sufficient pressure to set it off in those conditions.

The bracket functions with any safety-lever (spoon) style pyrotechnic, provided it fits.
Chaoslink Feb 3, 2016 @ 11:21pm 
So on another note about grenades and traps, when you unpin a nade and leave it in a tent/barrel so it blows up anyone that puts it into their pack... does THAT persist server resets?
wolfzrme Feb 3, 2016 @ 11:41pm 
Originally posted by Chaoslink:
So on another note about grenades and traps, when you unpin a nade and leave it in a tent/barrel so it blows up anyone that puts it into their pack... does THAT persist server resets?
from what I have tested so far...yes
left one in a tent as a test, was there 24 hrs later
82Unos Feb 4, 2016 @ 12:22am 
Originally posted by Chaoslink:
So on another note about grenades and traps, when you unpin a nade and leave it in a tent/barrel so it blows up anyone that puts it into their pack... does THAT persist server resets?

https://youtu.be/ZzbLetxaXuI

I plant it and it persists more than hour and half until he activatedactivated. I think that if u go far enough traps just disappear.

Does it work? If you leave it unpinned in a barrel it Blows when someone pick it up?

And... If u unpinned it and leave it inside a backpack in the ground?
Ahhh men that is so evil. I love it
Chaoslink Feb 4, 2016 @ 12:39am 
Originally posted by wolfzrme:
Originally posted by Chaoslink:
So on another note about grenades and traps, when you unpin a nade and leave it in a tent/barrel so it blows up anyone that puts it into their pack... does THAT persist server resets?
from what I have tested so far...yes
left one in a tent as a test, was there 24 hrs later
Still unpinned too? Thats dirty :tntsticks:
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Date Posted: Jan 30, 2016 @ 11:30am
Posts: 15