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Scriptwolf

MERGED: Booby traps, Explosives and IED's

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You need: a can, a grenade and some sticks.

Sure, the frag grenade is rare, but the smoke ones and chemlights are not.

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…otherwise there would be traps everywhere.

Yeeees :D would give more fun, maybe even defuse them :exclamation:

Is not the first post about traps but…

+1 for the idea

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I think it would see more use if you could booby trap vehicles, tents, entrances. But you should be able to spot them IF you are looking for them. Zeds should also be able to trigger booby traps.

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No, that's too obvious and requires more coding as well.

Picking a place for a trap should involve some brain activity.

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I seen the word booby and came a runnin'! You failed me OP, you failed me!

Seriously though, yes please!

Not sure how to hide them though. At some point your going to notice them from miles (not actual miles) away. The more and more you play. So they would in fact become pointless and annoying to have to disarm all the time 'cause I'm sure people will abuse the shit out of them. Like they do with barbed wire. Does sound cool though. Like if your looting a place set a trap at the door so your not disturbed and what not.

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Warhead can in a bush and the other is just a stick in long grass that you shouldn't be able to see from outside the grass' rendering range.

The line itself might reflect the sun and nothing much else.

Also main use should be urban areas to cover your 6.

Besides few people would risk investing a precious frag grenade and just use smokes to attract Zs.

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Perhaps the toolkit can be used for disarming/defusing booby traps. There's also a nice little claymore mod on armaholic for some higher-class traps. Would fucking love to see this idea implemented.

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Granade + empty can + some sort of string....

how bout salvage crossbow for string :)

they are not very usefull anyways, half troll, half serious....toolbox is cool for defuse...and maybe when u die or disconnect they (traps) despawn as well

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