thanks for the info.
I'm not talking about a large perimeter here.
What's going on is the following:
We've created these claymores that detonate and spray projectiles in a 60-degree arc (with some fancy spoofing effects so they look and sound good in MP). We've got a few modes in which they can work in the game:
A. Placed in the mission. In OFP you can "put" satchels, mines, and a few other objects. "put" is a weapon. So we have a mod of the"put" weapon called the "M57". Once you take this, you can take M18A1s (and it loads an eventhandler). When you place the M18A1, the eventhandler interceives it, and replaces it with a "claymore" terrain object, with the a few options, including "Arm". When the player arms the mine, it loads a "Fire" action (if it's not already loaded), and puts the claymore in a list of stuff to blow when they player selects fire.
So in this way, we can simulate rigging claymores.
B. But there are also static claymores. The mission editor places these guys at the beginning. We (modmakers) can't associate these with any player action. The mission editor can set them off any number of ways (adding an action that fires a script, setting them off with a "tripwire" trigger, and so on), but I'm trying to put something in for the average idiot to use. So I've got a terrain object with an action that detonates the closest armed claymore in the direction it's facing (within say 500 m). Crank it repeatedly and you can set off all the claymores.
The question is, what 3d model should we give this thing? Maybe just a couple M57s strapped to a board...