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Reezo

SR5 Tactical IED Detection and Remote Det Script

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SR5 Tactical



IED Detection and Ordnance Disposal Script

by Reezo

sr5banner11.jpg

Mar 22th, 2011 - my 30th birthday!

Visit us at: www.sr5tactical.net

ieddetectpromo.jpg

Description:

This script suite allows a unit or vehicle to detect IEDs, explosive ordnance and bombs, allowing disposal functions such as manual defuse, remotely controlled detonations etc. It also features various scripts (original and adapted from other scripts in the community) to create triggermen, suicide bombers, IEDs etc.

Purpose:

- Enhance the EOD department

- Specialize Engineer roles

- Increase the fun in Ordnance Disposal

- Cover an important, realistic and very actual element of modern warfare: improvised explosive devices, car bombs and other guerrilla techniques that vastly affected all modern Middle East war theaters like Afghanistan and Iraq

Features:

- Custom images and sounds

- Fully modular for easy installation

- Clean and carefully polished code

- Works with virtually any mod

- Works in SP and MP environments

- Strives to work with all the best and most popular IED scripts available in the ArmA community

- Detector unit receives IED approximated position in the map

- IED position marker relocate dynamically when IED moves (e.g. moving car-bombs)

- Detection range is affected by speed: units and vehicles should move slowly to allow maximum detection range

- Remotely controlled detonation via electromagnetic pulse (EMP)

- Fake IED detections with subsequent "clear" notification when anomaly verifications are found non-consistent

- Manual defuse

- Make any objects a detectable bomb or attach a bomb to it

- Detach and defuse attached detected devices

- Accidentally arm the bomb when manual defuse goes wrong

- Decide whether detectable bombs beep regularly, remain silent or let the script decide, randomly

- Armed bombs start beeping increasingly faster until they explode

- Turn any unit into a triggerman, even unsuspected civilians

- Triggermen can be suicide bombers or have the bomb attached to any object from a specific class (e.g. trashcans, cars, etc.)

- Works with ALICE and SILVIE modules: you can spawn a triggerman from civilians in determined areas, just by using a trigger

- Triggermen will behave as instructed by the AI, the module or the mission maker, until the time is right for them to touch the bomb off

- Triggermen freeze and fear enemy soldiers aiming their weapon on them: having a triggerman or a suspect under your crosshair will decrease the chances of a detonation, allowing maneuvering and refusal, if necessary.

- Triggermen who successfully detonate their bomb or find it defused might surrender, flee or engage into a firefight by drawing a hidden weapon

- Killing a triggerman is considered legit for the ROE only when he reveals his offensive action: shooting civilians to prevent suicide bombers is not right

- Killing a triggerman leaves his bomb intact, meaning it might still go off if damaged and must be considered dangerous (can be detected and defused normally)

- Realistic behavior creates the right amount of pressure and simulation for the virtual environment

Requirements:

- None, this script suite works with any installation of ArmA 2, OA and CO

- It is pretty much 99% update-safe, meaning there is practically no official update that can break the script suite

How to set it up:

1) Copy the following folder into your mission folder:

> scripts\IEDdetect

2) Open the description.sqf and add the #include lines to your description.ext

3) Open the init.sqf and add that line to your init.sqf

4a) In the editor, to turn a unit or vehicle into a detector, put this in its init field:

UNITS: nul0 = [this,50,10,20,01] execVM "scripts\IEDdetect\IEDdetect_detector.sqf";
VEHICLES: nul0 = [this,50,10,20,01] execVM "scripts\IEDdetect\IEDdetect_detector_vehicle.sqf"

Where:

this - is the unit that will become the detector

50 - is the detection range (the higher the further IEDs will be detected)

10 - is the scan interval, in seconds (don't make it too short or it could worsen the server performance)

20 - is the probability (in %) of being able to remotely detonated a detected bomb, via EMP

01 - is the probability (in %) of receiving inconsistent anomalies (= fake IED reports). Don't forget you can also use something like 0.5 or 0.1, or even 0.0001.

4b) In the editor, to make an object detectable by a detector unit, put this in the object init field:

nul0 = [this,1] execVM "scripts\IEDdetect\IEDdetect_add.sqf";

Where:

this - is the object that will become detectable

1 - will make the object beep regularly. Alternatively, you can use: 0 (no beeping) or 2 (random)

4c) In the editor, to attach a detectable IED/bomb to an object, put this in the object init field:

nul0 = [this,0] execVM "scripts\IEDdetect\IEDdetect_attach.sqf";

Where:

this - is the object that will have a detectable IED/bomb attached

1 - will make the object beep regularly. Alternatively, you can use: 0 (no beeping) or 2 (random)

4d) In the editor, to turn an object into a proximity IED, put this in the object init field:

nul0 = [this,0,1] execVM "scripts\IEDdetect\IEDdetect_proximity.sqf";

Where:

this - is the object that will have a detectable IED/bomb attached

0 - is the beeping (0=no beep, 1=beep, 2=random)

1 - is the pressure type (0=anti-personnel, 1=anti-vehicle 2=random)

4e) In the editor, to make an AI unit a triggerman (see below for an explanation), put this in the unit init field:

nul0 = [this,skodabomb,0,50,30,WEST] execVM "scripts\IEDdetect\IEDdetect_triggerman.sqf";

Where:

this - is the unit that will become a triggerman

skodabomb - is the object that the IED/bomb will be attached to

0 - is the beeping (0=no beep, 1=beep, 2=random)

50 - is the radius for the triggerman to check for enemy units that might discover him and cause fear (see below)

30 - is the radius from the bomb that will be considered deadly, for the triggerman. The triggerman will wait for at least one enemy unit to enter this radius from the bomb before considering to touch the bomb off

WEST - is the side that the triggerman will consider as enemy

What is a triggerman? A triggerman is a unit that can trigger a bomb remotely (using a cell phone or similar tools).

With this script a triggerman will start to "fear" enemy units (e.g. BLUFOR soldiers) when they get into a determined radius (50, in the example above). The triggerman's fear will build up if an enemy soldier keeps the triggerman targeted in his crosshairs. Keeping a triggerman under your crosshair will give you a good chance to prevent him from touching the bomb off. If you take the crosshairs away from him he will start to take adavantage of the situation (depending on how much he had been kept under guard). Once the triggerman feels safe about it and if he notices potential victims around the bomb area (determined by a radius of "30" in the example above) he will trigger the bomb.

When a triggerman triggers a bomb he goes into a "surrendering" position and shouts: "Allahu Akbar!!". This gives anyone roughly around 1 second to shoot the motherf*cker down. If he dies before the touching the bomb off, the bomb will NOT explode but it will be still considered a potential threat and will require appropriate disposal from an engineer.

j7Txz8L7h64

NOTE: if you want to make suicide bombers, just put "this" in both fields, so that the unit is both the triggerman and the bomb. e.g. nul0 = [this,this,0,30,30,WEST] execVM "scripts\IEDdetect\IEDdetect_triggerman.sqf";

4f) You can also create a trigger and let a script randomly decide to pick up a unit of a certain type and turn into a triggerman. To do so, create a trigger on, let's say, a town. Make it as large as you want to cover the entire town or just parts of it. Choose the side to activate it, let's say, BLUFOR, and make it PRESENT.

In the "On activation" field, type:

nul0 = [iEDarea1,50,"car",0,60,30,25,65,WEST] execVM "scripts\IEDdetect\IEDdetect_triggerman_spawn.sqf";

Where:

IEDarea1 - is the trigger name (make sure you give it a name and this matches it, or it won't work)

50 - is the % of having a triggerman, if you use 100 there will definitely be a triggerman

"car" - is the object type that a triggerman might use for attaching a bomb.

0 - is the beeping (0=no beep, 1=beep, 2=random)

60 - is the area to scan for suitable objects (e.g. "car") and attach the bomb to one of those, randomly

30 - is the area to scan for hostiles that can instill fear in the triggerman (read above for how fear works)

25 - is the area to scan for possible victims that will make the triggerman touch the bomb off

65 - is the % for the triggerman to be a suicide bomber instead

WEST - is the side to consider enemy of the triggerman

4g) You can also use what I called the "Ambient Bombers" script. To do so, write this in your init.sqf file:

nul0 = [200,4,50,10,"car",0,55,30,25,65,WEST] execVM "scripts\IEDdetect\IEDdetect_ambientBombers.sqf";

Where:

200 - is the ambient radius from the player

4 - is the minimum amount of civilians near the player

50 - is the % of presence of a triggerman among them

10 - is the scan interval time

"car" - is the object classtype of what could potentially host triggermen bombs (there is always a 50% chance it will be a suicide bomber)

0 - is the beeping (0=no beep, 1=beep, 2=random)

55 - is the area to scan for suitable objects (e.g. "car") and attach the bomb to one of those, randomly. This is also the scan area for the triggerman to trigger the bomb

30 - is the area to scan for hostiles that can instill fear in the triggerman (read above for how fear works).

25 - is the area to scan for possible victims that will make the triggerman touch the bomb off.

65 - is the % for the triggerman to be a suicide bomber instead

WEST - is the side to consider enemy of the triggerman

This script works by attaching itself to group leaders of the enemy faction ONLY (WEST in the example). This means it will work as a sort of Ambient Combat Module (ACM), following group leaders and "making things happen around them". The script checks for civilian presence in a pre-determined "ambient radius" (200m in the example) around the player. If a minimum number of civilians (4 in the example) is found, it will try the % of presence (50 in the example) for a triggerman to be among them. If positive, it will turn one of the civilians into a triggerman and decide whether it is a suicide bomber or a remote-detonator. In case it is the latter, it will scan for a specific object class ("car" in the example) in a pre-determined radius from the triggerman (55 in the example) and attach a bomb to it. After that the triggerman will behave just like illustrated in the previous paragraph. The script pauses itself for the interval specified by the user (10 in the example) if the player stays around the same area or around the same triggerman. The script attaches itself to new leaders in case a group leader changes. This script works well with ALICE-created and user-created civilians. It also moves with the player so it is very easy to use and is totally automated.

4h) You can also use the "Ambient Proximity IEDs", which will randomly create Proximity-triggered IEDs on or next-to roads in the area surrounding the player. To do so, write this in your init.sqf file:

nul0 = [500,10,60,0,50,WEST] execVM "scripts\IEDdetect\IEDdetect_ambientProxyIEDs.sqf";

Where:

500 - is the ambient radius from the player

10 - is the % of presence of a triggerman among them

60 - is the scan interval time

0 - is the beeping (0=no beep, 1=beep, 2=random)

50 - is the chance of the IED being anti-personnel vs anti-vehicle

WEST - is the side to consider enemy of the IED

Ambient Proxymity IEDs are removed automatically if the player moves too far from the IED area (this saves resources and avoids the "seeding" of an ever-increasing number of IEDs).

4i) You can also scatter proximity IEDs around a specific area. This can be useful for one-time creation of random proximity IEDs without having to use the Ambient IEDs feature. To do so, write this in your init.sqf file, into a trigger or wherever you find it suitable to your needs:

nul0 = ["scatterCenter",500,5,100,2,50] execVM "scripts\IEDdetect\IEDdetect_proximity_scatter.sqf";

Where:

"scatterCenter" - is the name of a marker placed on map, make sure the name matches your marker name. This will be the center of the scatter area

500 - is the radius to scan for good spots to spawn proximity IEDs

5 - is the number of proximity IEDs you want to spawn randomly in the area

100 - is the chance of having each of the (5) proximity IEDs spawned. This % is tested for each IED spawn.

2 - is the beeping (0=no beep, 1=beep, 2=random)

50 - is the chance of the IED being anti-personnel vs anti-vehicle

Procedures and functions:

- Immediately determine worst-case scenario blast radius and estimate potential human and property losses in the area

- Evacuate all non-military personnel and any other unauthorized presence from the area

- Establish roadblocks and maintain peripheral presence to avoid further non-authorized presence in the blast radius

- Fortify and consolidate military strongpoints, considering that a surprise attack or ambush is likely. Maintain units on high alert

- Investigate for possible triggerman in direct visual range of the explosive device. Do not compromise security for the investigation

- Expect triggerman concealment in plain sight, among civilian groups or behind civilian constructions

- Consider possible sentinel-relays, where a chain of individuals - with one in line of sight with the just then next one - report to a final element being the real triggerman

- Prefer remotely controlled detonations, if available

- Consider the use of anti-material rifles to destroy the bomb from a safe distance

- When no other option is available, get an EOD specialist to the bomb

- Before entering the blast radius, the best escape route from the bomb must be estimated. Cover strength and distance should be considered. Being far from the bomb while in direct line of sight will most probably result in death. Being behind a strong cover but in close proximity of the bomb will most probably result in death, too. A good escape route is one that has the best compromise between distance and strength

- Allow the specialist to reach the bomb. Do NOT escort the specialist

- Attached explosives devices can be detached and then defused

- Defusing is done through the "Defuse Bomb" action from the bomb itself

- The instrument will start receiving numerical readings at random intervals. To successfully defuse the bomb the right code must be injected when the reading is a multiple of 3

- Failure to defuse will kickstart the electronics and send the bomb to self-destruct in matter of seconds. There is no way to predict the amount of time available before the detonation

- Should the defuse fail, the EOD specialist must immediately reach the safest spot via his pre-planned escape route

Multiplayer compatibility:

- Tested and working. I try my best to continue improving it so further tweaking/optimizations/bug fixes are possible

Known bugs:

- There is a chance Fake IED detection does not work. If you encounter problems, change the percentage to 00 and it will be disabled.

Future features:

- Detector tool as an actual object you can pick up and put in your inventory

Version history:

V1.6RC4

- ADDED: EOD units now respawn with full detection capabilities

- ADDED: Proximity IED Scatter Script

- FIXED: Detection not working when EOD units get in a detector Vehicle

- FIXED: Beeping IEDs not working in MP

- IMPROVED: Cross-script global arrays handling

- CHANGED: Nomad dialog images slightly reduced and moved back to the bottom-right of the screen

V1.6RC3

- IMPROVED: Detonation caused by damage

- IMPROVED: Roadside Proximity IEDs placement

- IMPROVED: Detector vehicles

- IMPROVED: Proximity detection and behavior

- IMPROVED: Triggerman Spawn (via Trigger)

V1.6RC2

- FIXED: Nomad detector going crazy in some triggermen detonation situations

- IMPROVED: IED detector behavior when multiple detectors present

- FIXED: Triggermen not detonating with cars or tanks of their enemy side

- FIXED: Ambient Bombers reacting to flying vehicles of their enemy side

- FIXED: Triggermen attaching IEDs to vehicles of their enemy side

- ADDED: Detector vehicles, activating with and for the vehicle driver

- ADDED: % for the triggerman to be a suicide bomber instead

- ADDED: Ambient Proximity IEDs

V1.6RC1

- ADDED: "Ambient Bombers" Script: dynamic random creation of suicide bombers and triggermen among civilian (from ALICE or editor-placed)

- ADDED: Pressure plate/proximity IED, can be set to anti-personnel or anti-vehicle, detonates on pressure

V1.5RC8:

- FIXED: Various bugfixes in the triggerman and triggerman-spawn scripts

- IMPROVED: More realistic behavior and decision-making for the triggerman

- IMPROVED: Better handling of damage for attached IEDs and the related detonation

- IMPROVED: Optimized code

- CHANGED: Attached IEDs no longer visible on the roof of a vehicle

V1.5RC7:

- ADDED: If a triggerman is still alive after a detonation or defusal, behaviour will be random between fleeling, fighting or surrendering

- ADDED: Triggerman_Spawn script. Usable with a trigger, this script works with ALICE and SILVIE. The script will randomly make a civilian a triggerman and will randomly pick if the explosive is the triggerman himself or a civilian vehicle in town

V1.5RC6:

- FIXED: Detached IEDs with remote Det possibility could not be disarmed manually

- FIXED: Objects hosting attached IEDs exploded if damaged even when their attached IED had been disarmed

- ADDED: triggerman.sqf - an AI unit can now be responsible for triggering a bomb (can be either an object or himself)

- ADDED: Sounds and animations for triggermen

- ADDED: James' IED script now works with triggerman.sqf behaviour (read the readme.txt for more info)

V1.5RC5:

- ADDED: Lots of local checks to force scripts being run on a single machine

- FIXED: Random reports and Nomad dialogs for non-EOD units when an EOD was around

- ADDED: By large request, the tweaked version of James' IED script to make it work with my scripts suite

V1.5RC4:

- CHANGED: Marker now local to the detector unit

- FIXED: Fake IED behavior hopefully working now :)

V1.5RC3:

- IMPROVED:improved behaviour for "Detach IED" action in the object the IED is attached to

- FIXED: Bomb beeping is now audible only when in close range

- ADDED: Global array for attached IEDs and the objects hosting them

- ADDED: IEDs and bombs of any kind (added or attached) can blow up when damaged (checked at every damage change)

- ADDED: changelog.txt

]V1.5RC2 - Multiplayer and dedicated server optimizations, tweaks and fixes.

v1.5RC1 - Major rewriting: sleeker, more solid code with more MP compatibility benefits.

v1.4 - Added Manual Defuse via code injection, more MP improvements, additional graphics and dialog. Fixed problem where "Remote Det" would stay available if an IED got destroyed by external causes

v1.3 - Added fake IED reports, more MP improvements for multiple IEDs and EOD units, optimized graphics, added Remote Det "too close" and "too far" abort messages

v1.2 - Improved MP compatibility for multiple IEDs, script now works with any kind of object

v1.1 - Added custom graphics and sounds

v1.0 - Initial release

Credits:

Demonized - global array functionality, better marker generation

VIPER[CWW], Nielsen, Kremator, SpectreRSG - bug reports and feedback

VanhA-ICON - attach/detach IEDs idea

VIPER[CWW] - 'Allah Akbar' sound sample

SR5 Tactical - my men, always "one move ahead, all fears behind"

License:

I don't want to say this is a masterpiece, but I know for sure I have put a lot of time and efforts in this scripts suite. If you want to make changes I would please ask you to contact me for my permission. I would also love to have more people work on this same thing rather than having 20 people working on the same thing with different names. I am open to critics and teamwork, we can make an entire EOD mod if you want, I will try my best to make my skills match my enthusiasm.

Copyright:

Nothing I can really "claim" or track you down with..so please don't just be an assh*le and if you do any change to this script or implement it in your missions or scenarios..please add some kind of credit line to this work. It would be kind :)

How to pay me back:

- Anything really expensive will do

Mirroring and downloads:

Please do not mirror this file. Use the following link to get the latest, better, shiny, original version:

if the link is down..contact me.

For feedback, email me at info(at)sr5tactical.net or shout your thoughts here.

Enjoy and have fun, see you on the battlefield,

- Reezo

Edited by Reezo

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This sounds pretty awsome, great work.

Request you to modify, or add option to this script to work with objectname instead of type and global array so it can be used with all the the various ied scripts out here not relying on using the specific baf or pmc ieds.

Have a global array named Reezo_IED_detector or something and then mission maker can just make sure that any ied object he creates wich he deems using radio to trigger is added to the arrray and it will be included in the search.

Edited by Demonized

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This is very cool!!!

Thx!

I Found a small bug, if there are more than 1 Bomb in the area i just can kill one remote.

Edited by Clawhammer

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This is a great initiative! Cant wait to try it out.

Sounds really sweet. Thanks for your work man!

@Clawhammer: It might not be very "easy", but Hoz from OFPEC has made a really nice disarm script that simulates a 4 wire bomb, where you have to cut one of the wires. Someone else pointed me to it. Its great. You can find it here:'

http://www.ofpec.com/forum/index.php?topic=33455.0

Nielsen

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Request you to modify, or add option to this script to work with objectname instead of type and global array so it can be used with all the the various ied scripts out here not relying on using the specific baf or pmc ieds.

Have a global array named Reezo_IED_detector or something and then mission maker can just make sure that any ied object he creates wich he deems using radio to trigger is added to the arrray and it will be included in the search.

This is a nice idea, I might work on it. This way any kind of car-bomb or something could trigger the instrument. Should be easy enough to use as it is right now, make sure the IED script you launch is binded to the existence of an IED object from BAF or PMC (and put the object right under the object you want to be a bomb). Bind the IED Script to the existence of that IED object so that when neutralized the script won't trigger the bomb.

This is obviously a workaround not a solution.

What specific IED scripts are you using, guys? It could help me knowing that to make some tests.

Thanks for the awesome replies!

---------- Post added at 02:47 PM ---------- Previous post was at 02:37 PM ----------

@Clawhammer: It might not be very "easy", but Hoz from OFPEC has made a really nice disarm script that simulates a 4 wire bomb, where you have to cut one of the wires. Someone else pointed me to it. Its great. You can find it here:'

http://www.ofpec.com/forum/index.php?topic=33455.0

It could be nice to have a small chance that the instrument tells you that "manual disarming is necessary" so that you have to get in close proximity of the object and do the disarming. This, in case it's not an IED object the engineer can disarm via the default action (from the v1.54 update) could trigger the "cut the wire" dialog. Wire would be randomly decided so .. good luck I guess :D

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Ive modified your script slightly to use any object in stead of type.

Using global array, fixed grenade bug using lgbu etc.

I have PM a demo of it to you.

Edited by Demonized

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@Albertos: That would be cool.. The Hoz script allows you to define the correct wire, in addition you have the ability to set a variable that triggers a hint about the correct wire when finding "bomb instructions". I've modified Hoz' script a little bit for my own use, and it should be easy enough to make the scripts work together I think.

Great idea about the global array by the way.

About the IED script question. I use "James (00DC15)' Advanced IED script"

http://forums.bistudio.com/showthread.php?t=107754. I think that is a really nice script.

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Script updated to v1.2!

Version history:

v1.2 - Improved MP compatibility for multiple IEDs, script now works with any kind of object

v1.1 - Added custom graphics and sounds

v1.0 - Initial release

Credits:

Demonized - v1.2 optimizations, MP extended compatibility and global array functionality

SR5 Tactical - my men, always "one move ahead, all fears behind"

How to pay me back :)

- Make a scanner item to put in the inventory in order to use this script, it would be awesome for the EOD department!

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If you want to use this with James' Advanced IED script, available here:

http://forums.bistudio.com/showthread.php?t=107754

Edit his IED_Man_v6.sqf file by adding the line in BOLD at around line 80 of his script. Precisely:

_man Fire format ["%1",_IEDMuzzle];

_iedpos = (getpos _man);

_man setunitpos "up";

nul0 = [_IED] execVM "scripts\IEDdetect\IEDdetect_add.sqf";

sleep 2;

Although I've found (since v1.56) it better to change all:

BAF_ied_v1

BAF_ied_v2

BAF_ied_v3

BAF_ied_v4

into:

Land_IED_v1_PMC

Land_IED_v2_PMC

Land_IED_v3_PMC

Land_IED_v4_PMC

I don't know if it is ACE changing this, but I suspect BIS changed the object reference for all four IEDs. At least, in my mission.sqm, when I place an IED, the last four show up, not the previous ones (might just be the same, but it's worth checking).

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Error made in the "IED detected disruptive wavelenght acquired"... can you see the typo?

Other then that very nice feature :)

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Error made in the "IED detected disruptive wavelenght acquired"... can you see the typo?

Other then that very nice feature :)

Lol thanks! Will fix this without re-issuing a new changelog :)

it's "wavelength" :)

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Trying to get all three great IED scripts talking together .... not easy but IF it works then it will ROCK the community :)

Edit: Not having much success here :( Can get the IEDs to initialise but they are not detected with the device :(

Edited by Kremator

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Trying to get all three great IED scripts talking together .... not easy but IF it works then it will ROCK the community :)

Edit: Not having much success here :( Can get the IEDs to initialise but they are not detected with the device :(

Go into whatever ied creating script you are using, then after its creation line, simply enter a second line after creation:

Reezo_IED_detector_objects = Reezo_IED_detector_objects + [_object];

Or make the object run the add script.

Then it should work, it doesnt care about type, only that object will be added in check, and will be detected by Rezzos script.

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I've almost completed v1.3.

Changelog:

- Fake IEDs are now possible: the instrument MIGHT pick up anomalies that are NOT IEDs. This means you get the warning (rare) and after some time you get the clearance for the warning. Until you get the CLEAR signal it will be impossible to understand if it's a real or fake IED. Verification can take up to 60 seconds.

- Added a "Danger Close" and "Too Far" abort messages when performing a Remote-Det. this means if you trigger a Remote Det in close proximity of the IED the remote det will abort. Same thing if you are too far from the IED, because the device won't be able to send a disruptive wave capable of travelling that far.

- Fixed typos in the .paa graphics and added more graphics (optimized them so each one weights approximately 20Kb less).

- Optimized the script with a global "busy" variable, this will make it easier to avoid "crossing" of this script when multiple engineers are working together.

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Houla Enorme !

Thanks for that work : We going to test it.

If I understand well it is not necessary to put it on servers for Mp mission.

It needs only to be in the mission folder and on the unit using it ?

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I am trying to join James' IED placement script with this one. I get the 'IEDDETECT_INIT COMPLETED' for every IED that is placed so it seems like it is working and is adding the object onto the global variable.

However if I change BAF_IED_V1 to LAND_IED_V1_PMC then no IEDs go off. If I keep them as BAF_IED_V1 then they are placed but I can't detect them. Hmmmm.

Anyone been able to get these two scripts working together .... even better if someone can add HOZ bomb scripts into the mix !

Is this the reason for the failure ?

Error in expression < _y + 1}] do

{

{

if ((_near select _y) == _x AND _x distance (getPos _detector)>

Error position: <== _x AND _x distance (getPos _detector)>

Error Generic error in expression

File missions\IED_Man_V6_PR.Takistan\scripts\IEDdetect\IEDdetect.sqf, line 47

Edited by Kremator
Further edit from RPT

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It needs only to be in the mission folder and on the unit using it ?

Correct, it's a script not a mod.

I am trying to join James' IED placement script with this one. I get the 'IEDDETECT_INIT COMPLETED' for every IED that is placed so it seems like it is working and is adding the object onto the global variable.

However if I change BAF_IED_V1 to LAND_IED_V1_PMC then no IEDs go off. If I keep them as BAF_IED_V1 then they are placed but I can't detect them. Hmmmm.

In v1.3 I've changed the debug message to "IEDDETECT_ADD COMPLETED", so you know that you should get an _INIT completed for each EOD unit and _ADD completed for each IED added to the array. But basically yes, the script seems to be working.

About the BAF and PMC IED, I think it has something to do with the fuses..because one thing is the actual object, another one is the fuse (meaning something like .. the trigger for the bomb).

My best guess is to try and tweak James script WITHOUT mine, just to convert it to LAND_IED_V1_PMC and so on..when IEDs with the NEW classes get placed and go off I would go ahead trying to integrate my script.

Sorry, these are just theories, I am going to keep working on my script for a while so I can't really get into "coordinating" other scripts in it..but I will, eventually. I think it's better for me to stay "on my side" and keep developing this one :)

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Thanks for the debug _ADD ... will check it now. Is 1.3 out yet ? Still working with 1.2 here from the download address.

EDIT: Just tried James' scripts with LAND_IED_V1_PMC and it throws up errors. Wierd indeed.

Are the BAF and PMC classnames the only ones we can use ?

FURTHER EDIT: I changed IEDDETECT.SQF so that it now says _ADD as a debug and all of the 5 IEDs are being added. Seems strange that I cannot detect them, when it is initd correctly onto my player. Will tinker some more!

FURTHER FURTHER EDIT WITH SUCCESS ..... the problem line is

if ((_near select _y) == _x AND _x distance (getPos _detector) < _range) then {
When it is commented out and the line above uncommented the two scripts work perfectly !!! I just now have to sort out a failure mechanism for the detector script so that the IED must be disarmed manually by cutting wires (from HOZ :) ) Edited by Kremator

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