RED System
On Sale
£13.95
£13.95
[RED] Remote Explosive System
Explosive Types
- Pipe Bomb
- Homemade Bomb
- C4
- 122mm HE Bomb
- Dual Hexal Bomb
- Land Mine (AP Mine)
- TM-46 (AT Mine)
- Demo Charge (Chain-explosion capable — can set off nearby explosives)
- Propane (Chain-explosion capable — can set off nearby explosives)
- Butane (Chain-explosion capable — can set off nearby explosives)
Core Features
Placement
- Bombs can be placed on surfaces (terrain, floors, walls) or directly onto objects like vehicles or props## Detonation
- Bombs can be triggered remotely by the owner, by a countdown timer, or automatically on touch.
- A bomb that has been jammed cannot be detonated
- Wrong defuse attempts instantly detonate the bomb## Shrapnel System
- Explosion fires dozens to hundreds of fragments outward in a full sphere.
- Damage falls off with distance, closer targets take more damage.
- Shrapnel can pierce through thin materials (glass, wood, plastic, snow, fabric, etc.) up to a configurable thickness, and can pass through multiple walls before stopping
Chain Explosions
- Certain bombs (Demo Charge, Butane, Propane) can trigger other nearby explosives tagged in the workspace, creating cascading chain reactions with a randomized delay between each blast
Anti-Tank Mines
- AT Mines only detonate when touched by specific vehicle parts (wheels, axles, etc.), infantry walking over them does nothing
Defusal
- Players can attempt to defuse armed bombs within close range
- Certain bomb types (like Propane) are marked as non-defusable
- A correct defuse disarms the bomb safely; an incorrect attempt triggers immediate detonation
Client Effects
- Nearby explosions trigger screen blur, color grading, dirt overlay, and ear-ringing effects that fade out over time
- Explosion sounds are distance-bucketed (Close / Medium / Far / Very Far) with a realistic speed-of-sound delay far explosions are heard a moment after the flash
- Visual effects only play when the player is close enough, keeping performance clean