Thank you for your comments. As far as it has been tested on my server (and played on extensively), there are only a couple things that one might consider a "bug":
1) The method used to detect a nearby enemy does not check to make sure he is in the line of sight (e.g. blowing it up from the other side of a thin wall.) This can easily be fixed using trap_Trace() or some other quicker function I am not aware of. I think I might make it so a Stage 2 Proximity Mine blows up when it detects a nearby enemy, but a Stage 3 Proximity Mine checks to make sure he is in the line of sight.
2) If you drop a grenade on a human or alien head, and the human or alien moves away before it activates, the grenade will float (similar to Goldeneye 64's Floating Remote Mines). I am not sure how to fix this.
People have been telling me that the grenade is overpowered.. but it does the same damage as a regular grenade. If you pounce directly on the grenade, it will deal full damage but if you just walk near it, it will just hurt you. Also, this gives dretches something to do at Stage 3

I really like the idea to make it only buildable from the advanced construction kit, but if I do that it will not work without having pre-configured your client to allow downloads, so I think for now I will leave it like this.
I'll upload Lakitu7's QVM (with Proximity Mines) later tonight, I have to go now
