Telson_VBAU 10 Posted September 23, 2010 Wow love this script it adds so much to the game. well done 00dc15. Share this post Link to post Share on other sites
Cypher1 10 Posted September 24, 2010 Script looks awesome. Just a quick question. Are the IEDs defusable? Share this post Link to post Share on other sites
kylania 568 Posted September 24, 2010 Yup, per the normal Engineer defusing ability. Share this post Link to post Share on other sites
gnarly_rider 0 Posted September 24, 2010 (edited) How do you go about this? How to you place just an explosion to take place? And can you place that with a wide placement radius (say 150 m) so you don't know exactly where that would be? @Meade95, basic IED scripting here: http://forums.bistudio.com/showthread.php?t=93556 Edited September 25, 2010 by gnarly_rider Share this post Link to post Share on other sites
mrcurry 496 Posted September 24, 2010 (edited) Very nice work and very promising. I noticed you're only allowing BLUFOR to be the target of the IEDs. I'd rather like to see that as a parameter and/or allowing multiple sides to trigger the detonation. Otherwise all 5 thumbs up. Edited September 24, 2010 by mrCurry Typos Share this post Link to post Share on other sites
Muahaha 10 Posted September 27, 2010 Tested this script, pretty great work has been done here. Never experienced such intense caution needed, when using this script to play a simple mission made via editor. Every damn windows and floors is carefully observed to see whether any taki is behaving strangely. How bout releasing this in the complete section? So the mission designers can pick this up? Share this post Link to post Share on other sites
gnarly_rider 0 Posted September 28, 2010 Tested this script, pretty great work has been done here.Never experienced such intense caution needed, when using this script to play a simple mission made via editor. Every damn windows and floors is carefully observed to see whether any taki is behaving strangely. How bout releasing this in the complete section? So the mission designers can pick this up? I believe it ain't complete yet, he still has some interesting things he wants to implement and improve (but don't quote me) 00dc15, this may be of interest (haven't tried it myself) http://forums.bistudio.com/showthread.php?t=107888 Share this post Link to post Share on other sites
Nashable 10 Posted October 1, 2010 As an FYI, testing using ACE 1.5 (build 390, RC5 I think?) the IEDs never spawn on the ground. I believe this is a bug in that build of ACE. Testing with build 400 (the stable release/RC6) the issue of the IEDs not appearing is resolved. Share this post Link to post Share on other sites
GTO 10 Posted October 17, 2010 Can someone help a total noob and tell me where I'm going wrong. I place a man on the map and put this in the Init line null= [this,10,5,"Rnd","Sw",0,"bin","noGun","Run",] execVM "IED_Man_v6.sqf"; When I click OK I get the message "Missing [" This only happens when I remove the I as stated in first post. If I put the I back in I get this, No entry "bin\config.bin/CfgMagazines.any And if I put this in the Init line the guy runs about 10 yards, stops and lies down null= [this,5,2,"GrndL","Mo",0,"bin","","run"] execVM "IED_Man_v6.sqf" I'm running OA patched to 1.54 with BAF installed. Share this post Link to post Share on other sites
gnarly_rider 0 Posted October 17, 2010 (edited) Can someone help a total noob and tell me where I'm going wrong.I place a man on the map and put this in the Init line [null= [this,10,5,"Rnd","Sw",0,"bin","noGun","Run",] execVM "IED_Man_v6.sqf"; Delete the comma highlighted in red above (straight after the "Run"). And if I put this in the Init line the guy runs about 10 yards, stops and lies down null= [this,5,2,"GrndL","Mo",0,"bin","","run"] execVM "IED_Man_v6.sqf"I'm running OA patched to 1.54 with BAF installed. Silly question but I have to ask! Have you have got the IED_Man_v6.sqf file in your mission folder, not a sub-folder? With that line, he should kneel down, place an IED, then start running around trying to find a look out location, during which a dead body will appear and disappear at the IED location. Best running 00dc15's sample mission first (see how he's done it), then go from there. Edited October 17, 2010 by gnarly_rider Share this post Link to post Share on other sites
imutep 0 Posted October 17, 2010 Put it on our scripts section at Assault Mission Studio. Seems to be that the rapidshare link doesn't work...for me. :) Advanced IED Script by 00dc15 Share this post Link to post Share on other sites
GTO 10 Posted October 17, 2010 Thanks gnarly, removing the comma did the trick. Share this post Link to post Share on other sites
Zombeh 10 Posted November 2, 2010 Any idea how I could mix this or parts of this script into a BE Warfare map? I've been trying to find a way to incorporate it into the occupation forces for the towns, so when the patrols spawn, there's several of these IED ambushers ready to pounce in the town. However when I try to test it out I keep getting crashes. I'm curious if there's a way to simply either script a guy to spawn and perform the actions, or to just mix it into one of the patrollers. Any thoughts? Share this post Link to post Share on other sites
Zombeh 10 Posted November 3, 2010 Alright, well I just went ahead and manually placed all the IED ambushers. Now the only issue I'm trying to figure out is why they'll go through all the actions, but not detonate the IED's when either West or East troops enter the trigger range. I'm trying to debug using just the West side trigger statements, but even then they aren't detonating. Seems like they go through all the actions of the script properly. Such as planting, running around finding cover and concealment, and then waiting and observing. Share this post Link to post Share on other sites
gnarly_rider 0 Posted November 30, 2010 Finally tested this on a dedicated server in Multiplayer Cop, and ran into some major issues: - The spotter seems to teleport around continuously the whole game (1-2 hours after mission start) generally ending up in the middle of the road, but not always. This was in takisatan with lots of buildings overlooking IED locations, which worked perfectly well in editor (triggerman hid in building etc) - When the engineer player defuses the IED (after teleporting triggerman has been eliminated), IED still remains visible for other players. Share this post Link to post Share on other sites
UGLY58 10 Posted November 30, 2010 I get similar strange results, 1. If I set all options to Zero, meaning he just stands by the bomb in line of site, Then I drive up to the bomb it does not detonate. 2. If I set any of the options beyond zero it appears he never finds a location to set off the bomb as the body continually respawns as Gnarly Sees above. 3. Seems I have the same issues and thats locally hosted in the editor. Share this post Link to post Share on other sites
UGLY58 10 Posted December 11, 2010 Seems the error is here File mpmissions\__cur_mp.Takistan\IED_Man_v6.sqf, line 145 Bad conversion: array Error in expression <d_A_Minaret_EP1";};_BuildingArray = nearestobjects [_man, [_BT],120];If ( > Error position: <nearestobjects [_man, [_BT],120]; If ( > Error 0 elements provided, 3 expected Anyone understand the fix for this, loops this error on dedi server and the poor guy goes crazy looking for the sweet spot... Share this post Link to post Share on other sites
meade95 0 Posted December 20, 2010 This script works beautiful on the new Fallujah map - AI picks great hide spots and with much trash around you at times (especially during firefights) can't always keep your eyes open / spotting for IEDs... Share this post Link to post Share on other sites
-TW- Quintus 10 Posted January 2, 2011 Works great on my Domination Fallujah map that i've made this weekend! Now to find a way to randomly spawn these guys around the map the whole time. Perhaps a respawn script will do the trick... Will they randomly create IED's around the map until they get killed? Share this post Link to post Share on other sites
Nielsen 10 Posted January 15, 2011 Just realized that I never said thanks in this thread. This is a great script man. I love it. Thanks for the good work! Share this post Link to post Share on other sites
Reezo 45 Posted January 15, 2011 Thanks for this great script! It works great with my IED Detector and Remote Det Script, available here: http://forums.bistudio.com/showthread.php?p=1834659#post1834659 I've posted instructions on how to adapt (fairly easy) your script to work with mine. Thanks! Share this post Link to post Share on other sites
pele93 10 Posted January 22, 2011 Is there anyway that we could intergrate something like this? So say certain convoy's will be protected whilst infantry or other convoys are still at risk? DE26ViSOIfQ Share this post Link to post Share on other sites
kremator 1065 Posted January 23, 2011 There has been no activity from the author since 23rd September ...... anyone have any contact details so that we can perhaps get an update ? In particular, although this is GREAT for takistan, we need other building types included so that the scripts may be used in ANY building in the ArmaUniverse. Pretty please, with bells on ! Share this post Link to post Share on other sites
Reezo 45 Posted January 23, 2011 I would also love to get in contact with the author, since I've made changes to this script that make it work with my IED detection and Ordnance Disposal Scripts. I wanted to know if it was ok to publish it, James please if you are reading this let me know ;) Share this post Link to post Share on other sites
SD_BOB 10 Posted February 8, 2011 I will continue to improve the script & add further options, but if any one wants to re-write sections or adapt it to there requirements please feel free. Finally please feel free to post any comments or questions & I'll try to answer them, if you do change the script or have a better idea please post it in this topic. Just an extract from the end of the script description on page one, as with most scripts the authors generally dont mind improvments or modifications aslong as they are posted in the thread for themselves and others to use/enjoy. Share this post Link to post Share on other sites