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SOG;PF 10 Second Fuse Claymore(s) does not utilize the 10 Second Fuse as intended #10539

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FateTheTitan opened this issue Dec 10, 2024 · 0 comments · Fixed by #10546
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@FateTheTitan
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I ACKNOWLEDGE THE FOLLOWING BEFORE PROCEEDING:

  1. If I delete this entire template or parts of it and go my own path, the team may close my issue without further explanation or engagement.
  2. If I list multiple bugs/concerns in this one issue, the team may close my issue without further explanation or engagement.
  3. If I write an issue that has duplicates, the team may close my issue without further explanation or engagement (and without necessarily spending time to find the exact duplicate ID number).
  4. If I leave the title incomplete when filing the issue, the team may close my issue without further explanation or engagement.
  5. If I file something completely blank in the body, the team may close my issue without further explanation or engagement.
  6. If I file an issue without collecting logs (RPT file, etc...), the team may close my issue without further explanation or engagement.

Mods (complete and add to the following information):

  • Arma 3: 2.18.152472
  • CBA: 3.18.1
  • ACE3: 3.18.1
  • SOG;PF: 1.3r1572

Description:
10 Second Fuse Variants of the Claymore do not follow the 10 Second Fuse

Steps to reproduce:

  1. Load with SOG;PF

2a. Place a 10 Second Fuse variant of the Claymore
3a. There is no option to let the Claymore be on a 10 Second Fuse

2b. Place a Remote variant of the Claymore
3b. There is no option to set it on a timer

Expected behavior:
The Claymore to be placed, activated on the ground, and then detonating 10 seconds after activation.

Where did the issue occur?
Single Player & Multiplayer

Log Files:
Arma3_x64_2024-12-09_15-50-05.zip

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