Arma 3
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True Breaching Alpha Release
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Data Type: Mod
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3.559 MB
2021 年 5 月 11 日 下午 6:30
2021 年 5 月 11 日 下午 7:45
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True Breaching Alpha Release

描述
This mod allows to lock doors on large areas with fine control and to breach them using shotguns, rifles, explosives or kicks. It also allows realistic features and lockpicking.
THIS IS AN ALPHA VERSION ! It Works but It's rough and wasn't meant to be released this early.
That being said, it's fonctional enough to be used in a multiplayer mission.

Mod is signed and must be installed on server and client.
Mod should be compatible with most weapons mods.
Compatible with Ace (but not required).
Hasn't been tested on moded maps.

It's recommended (though optional) to use it with this mods :
- Ace : https://steamcommunity.com/sharedfiles/filedetails/?id=463939057&searchtext=Ace
- Breaching Charge : https://steamcommunity.com/sharedfiles/filedetails/?id=1314910827&searchtext=Breaching+Charge
- Lago Melee System : https://steamcommunity.com/sharedfiles/filedetails/?id=2236214913&searchtext=lago+
- Universal Ammo System : https://steamcommunity.com/sharedfiles/filedetails/?id=1809369854&searchtext=universal+Ammo

Notes :
- The kick has not been developped yet, but the melee attacks from lago melee system replaces it.
- Compatibility with Prairie Fire Melee attacks has not been implemented yet.
- Ballistic Breaching will help opening resistant doors.
- Universal Ammo System will add ammos with breaching capabilities, in case a rifle from some weapon mod has buggy damages.

HOW IT WORKS :
In Eden editor, go in the modules section. You will see a Breaching section.
Inside it you will find the following modules :
- Ballistic Breaching : Enables ability to breach doors with explosives, firearms, or any kind of damage, granted it's powerful enough to force a door.
- Enable in Zeus : place it on the map to enable use of the other modules in zeus.
- Lock Doors : Enables to lock doors with various parameters in the specified radius around the module.
- Lockpicking : Enables ability to lockpick doors.
- Unlock Doors : Same as above, but to unlock doors.

MODULES DETAILED DESCRIPTION :
Ballistic Breaching :
- Radius : Indicates the radius in meters around the module where doors will become breachable. Default value applys it to the whole map.
- Enable for editor placed building : Use this to choose if you want to ignore buildings placed in editor or not.
- High power projectile breach chances : Probability that tank shells, explosives and most powerful shotgun shells breach a door when fired on it.
- Rifle breach chance : Probability that rifles and average shotgun shells breach a door.
- Pistol breach chance : probability that pistol rounds and low velocity ammo breach a door.
- Kick breach chance : probability that melee hits breach a door. Will only work with Lago Melee System at the moment.
- Push / Pull simulation : If activated, you won't be able to breach a door if you are on the pull side (like IRL). Except if you use high power projectiles.
- Damage Localization : Enables damage localization on door. If checked you will need to aim at the hinges or at the locking mechanism to successfully breach doors. There's an audio clue if you successfully hit them. If you try to kick a door, you will need to aim near the locking mechanism. The more you kick towards the hinges, the less chances you get to breach the door. This feature should work OK on Stratis, Altis and Malden but can be problematic on some Tanoa doors (especially double doors). Not tested on Livonia yet. This is because some doors model and buildings object have f***** up positions and variables, which causes hinges hitboxes and lock hitboxes to be off sometimes (like off by several meters) Rendering these doors unbreachable, except by high power projectiles or by the Breaching Charge mod.
- Off lock Multiplier : If damage localization is activated, determines your chances to breach a door if you don't shoot at the hinges or locking mechanism.
- Ankle Sprain Chance : chances that you sprain your ankle if you land a kick in the door knob (actually only works with lago melee system hits). Don't kick in door knobs :)
- Ankle Sprain damage : Damages dealt to your limb if you sprain your ankle. Set it above 60% if you want to have a limping effect in case of ankle sprain.

Lock Doors :
- Radius : Indicates the radius in meters around the module where buildings may have locked doors.
- Building lock chances : The chances for a building to have it's doors locked.
- Door Lock chance : the chances for each doors to be locked in selected buildings.
- Always lock first floor external doors : this will always lock entry and exit doors on buildings. This allows to lock only those doors, and to let inside doors unlocked, so you don't need to breach your way through every door when a building has locked doors.
- Always lock door n° : Allows to specify specific doors index that you always want to lock.
- Enable for editor placed building : Use this to choose if you want to ignore buildings placed in editor or not.

Lockpicking :
- Radius : Indicates the radius in meters around the module where lockpicking will be available on locked doors.
- Enable for editor placed building : Use this to choose if you want to ignore buildings placed in editor or not.
- Lockpicking Duration : the time in second required to go through the entire lockpicking process.
- Duration Factor : It seems that 1 second in Arma is not always 1 second... So if you set Lockpicking Duration to 60 seconds for exemple, weeeeelll. Maybe the real duration in game will be 5 minutes... So use this multiplier to correct that. Higher numbers mean faster lockpicking.
- Lockpicking chances : The probability that you unlock a door if you go through the entire lockpicking protocol.

Note : In this mod (and IRL), once you start lockpicking, your character tries different lockpicking techniques to unlock the door. Each of them has a given probability to be successful. So if you are lucky, you can unlock the door almost immediately. If you are unlucky, you can go through the whole lockpicking process and still fail.

Known Bugs :
- The lockpicking set doesn't appear in vanilla arsenal. You must use Ace Arsenal to get it.
- Lockpicking action still appears on doors that have been breached.
- Lago Melee system doesn't work on every door when activating the push/pull simulation. Because some doors are f***** up and work reverse. So this mod takes account of that and corrects it. But some doors are double f***** up and work in double reverse and I'm not autistic enough to correct this.
- Ankle Sprain doesn't work in multiplayer.
- Sound effects volume doesn't change with the user audio settings.

Future Plans :
- Correct Bugs.
- Add higher chances of lockpicking for engineers.
- Add Forcing Capability (with mauls, drills, etc...)
- Make modules settings available in zeus.
- Add a proper kick !
- Make pretty icons.

=====================================================================
Ce mod permet de verrouiller les portes sur de larges zones et de les défoncer à coup d'explosif, de fusil à pompe ou à coup de pied.
Différents réglages pour différents niveaux de réalisme. Permet également de crocheter les portes verrouillées.

Ceci est une version ALPHA, le mod est encore en cours de développement. Cependant, il est utilisable même pour des missions en multi.

Désolé, il n'y a pas plus de place pour la traduction FR.
74 則留言
Oatis 2023 年 12 月 7 日 上午 10:32 
Video?
Kaung Htet 2023 年 8 月 8 日 上午 10:48 
video
Hoplite  [作者] 2022 年 7 月 10 日 上午 10:15 
@ouchthathurt Sure, go ahead. The lythium buildings doesn't work with true breaching ?

@grandpa forklift : Any melee system will work as long as the hits can deal damage to objects. I recommended lago melee system because it was simple and efficient but it seems to have problems actually, haven't got the time to check it out yet, so go ahead with anything you want.
maltliquorgaming225 2022 年 7 月 9 日 上午 11:50 
there is even a kick in webknights
maltliquorgaming225 2022 年 7 月 9 日 上午 11:50 
Can you please change the melle system to webknights melle the lago melle system is absolutely abhorrent
ouchthathurt 2022 年 4 月 9 日 上午 12:10 
@Hoplite

I was having a chat with the jbad dev about how to get True Breaching working on maps which use its vehicles (Lythium etc). He’s got an idea for how to search for the doors correctly: mind if I friend you and send over what he provided, for when you get a chance to work on this mod again?
´Thangler7 2022 年 4 月 7 日 下午 11:41 
Ok thank you.
Hoplite  [作者] 2022 年 4 月 7 日 下午 2:22 
@´Thangler7 Currently This mod does not add shotguns or ammos (Yet) Use the recommended mods listed in the description to get those. The mod currently works with Altis, Stratis and Malden's buildings. Compatibility with other maps is not complete so it may or may not work on buildings from other maps.
´Thangler7 2022 年 4 月 5 日 下午 12:02 
Don't work for me. Not shotguns, not HE. Should it work on all buildings with openable doors or?
ouchthathurt 2022 年 3 月 28 日 下午 6:56 
Also I should have said completely understood on prioritising other stuff - the mod is amazing as is: not only for creating more engaging CQC actions but also for dissuading players from clearing each and every building when moving through a town!

Good news for me is that I found a shotgun (Project Infinite) which does the job for blasting open doors, which will definitely do for the time being :)

Had two other, hopefully small ideas, for when you have time to look at this mod again. First, a setting to have some % chance of unlocked (internal) doors to be open, as that provides a realistic separate CQB challenge. Second, a configurable delay on the module applying changes to doors, so an AI garrison waypoints have a chance to complete (and AI get into position) before the doors close/lock behind them.

Thanks again for this mod: works really well!