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Reezo

SR5 Tactical IED Detection and Remote Det Script

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Yep, I scrapped this script for a while after trying countless times to integrate it with one of my missions with norrins revive, also waiting on kremator to provide a fix as promised lol still waiting krem :rolleyes:

Wait until next version, I'll update VTS and share it.

That said its a great script and when I start making a new mission i will add this first :D

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Hey Viper. Working on a MEDEVAC script for VTS. All I am really doing is modifying the description.ext so that there are no conflicts.

I will put something soon. Just struggling with some markers. You see I'm not a coder just a tinkerer!

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Ok maybe, just maybe, I found what the problem is that makes the detector go crazy with multiple units in MP missions..

there was NO check for the detector to be local, meaning the script was being run more than once, by either the server and the detector unit or more units other than the detector.

To fix this, I am now using:

if (!local _detector) exitWith{};

meaning that if the _detector unit is NOT local, the script will quit and not continue its detection routines. In gaming terms this means that if the detector unit is not being handled by your client, the script will quit. This will make sure the script runs on only one machine, being the one of the detector unit :)

Pretty fun, now, will it work? who knows!

Edited by Reezo

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V1.5RC5 released!

Changelog:

- 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

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I just had a quick look at the mission template.

Unless I am missing something..the two car bombs do not explode?

Also how exactly is the triggerman working?I see him dead on the ground half the time

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I just had a quick look at the mission template.

Unless I am missing something..the two car bombs do not explode?

Also how exactly is the triggerman working?I see him dead on the ground half the time

Must update the mission, I think it is broken or at least does not have the latest RC of my script.

I'll try and update it asap.

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So how would you write a line of code to randomly pick ALICE2 spawned civilians to run the script, know what I mean? I ran this on my MSO and it did spawn IED's and they blew them up, but no detection. How can I add the detection to the player without doing it in each init line (theres about 45) and also reactivate on respawn?

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Here is the updated version of "Sixth Sense", an EOD example mission:

(see below for updated link)

Edited by Reezo

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Thank you so much for this!

Kind Regards

Melvin

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You're welcome! V1.5RC5 seems to work flawlessly..I hope I don't shoot myself on the foot with this :)

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Almost ready to update to v1.5RC6!

Here is the famous example mission "Sixth Sense", featuring the not-yet-released v1.5RC6 of this script suite!

http://www.sr5tactical.net/sixthsense_v15rc6.7z

CHANGELOG:

- FIXED: Items hosting the IED blew up even when the attached IED had been detached and defused

- FIXED: AttachedIEDs that could be remotely detonated were lacking the "Detach" action.

- ADDED: IEDs without a live triggerman cannot be detonated but they can still go off if you damage them! This means: defuse when possible or stay the hell out!

- IMPROVED: Array cleaning when IEDs are no longer active, destroyed, defused etc.

- ADDED: Carbomb script to quickly create car-bombs

- ADDED: Triggermen (= individuals able to trigger a bomb remotely) now shout Allahu Akbar before touching the bomb off, allowing a short 1.5s time frame to kill him

- ADDED: Triggermen now freeze when a soldier aims a weapon at them. This allows soldiers to keep suspects under their crosshairs to avoid them touching off bombs, while the engineers search for and disarm the IED. Do not take the crosshairs off a suspect, or he will take advantage of the opportunity if he stays off your aim for enough time!

- ADDED: James' IED Script now follows the above Triggerman behaviour

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To be deleted

Edited by Mash6

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Just tried this now mate. Loving it !

Just keeps getting better and better. The only thing we need is to be able to use this on Fallujah (as the houses are different !)

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Hey,

I've got a question, two questions in fact.

What is the difference between : nul0 = [this] execVM "scripts\IEDdetect\IEDdetect_attach.sqf";

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

How to create a bomb car and how to make a man plant the IED and make it detonate (TriggerMan) ?

And when it "beep", i havent got the remote detonate menu, how to have that menu ?

Thank's and sorry for my bad english, I'm french.

P.S. : When I've got the response, I will give the mission public, here is the scenario.

Americans are out of a village, 1 km about, in movement to a village. An IDE is planted near the enter of the village, it is detected by the IED Detector witch is in the first of the 3 HUMVV and they must remotely detonate or defuse it. 3 takistans are in a house and they look to the IED, if the defuse go wrong, good for they, else, they can engage the Americans. If they kill all Americans, they won, else, the objective of the Americans is to secure all the village, there are some IED and CarIED, they defuse some IED but after a time, a civil car go fast to the American first HUMVV and it detonate, so detector is HS, they must continue to defuse IED and other but with just a man specialist with a detector. Takistans will engage them sometimes.

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@Kremator on Fallujah I tend to use James' script with 0 building search and something like 5 open positions search. I tend to prefer warping when my missions start far from the IEDs.

@Mash the attach script works when you want to attach an explosive to an object. The object wil not be an IED in itself but it will have the explosivr attached to it. The add script makes the object an IED in itself.

Both scripts generate detectable and disposable IEDs, of course.

Examples of use are:

- A car could use the Attach script so that you can detach the IED and disarm it without influencing the car (it will still work as a normal car)

- A pile of trash could use the Add script. You can defuse it and it wil disappear.

Basically the attach script works well when you do not want the disarmed IED to disappear.

A car bomb tutorial, along with a suicide bomber tutorial will be explained in the coming v1.5RC6 release.

In the meantime, can I ask you guys a favor?

Do you have any good audio sample of a shout that a stereotype suicide bomber could say? I am not completely happy with the quality of the actual sample. Something like a single man shouting 'Allahu Akbar!!!'

Please do not take the above as religious discrimination. I have a lot of Muslim friends and deeply respect their spirituality. I actually think there is a lot to learn from them and their life style. I am talking about good persons, fanatics are something else and I obviously despise them.

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Thank's.

Please, how to make appear the device on this image : ieddetectpromo.jpg

Edited by Mash6

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Thank's.

Please, how to make appear the device on this image :

Read the readme.txt bro..it is the reason I wrote it.

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Resolved

Edited by Mash6

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V1.5RC6 RELEASED!

4d) 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.

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";

CHANGELOG: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)

Edited by Reezo

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Not proud of searching for this... but here's a ALLAHU AKBAR reference video

Oh its VIPER89 btw... Just had a nick change ;)

Edited by VIPER[CWW]

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Nice, let me know if you like mine better, that is not too bad at all and it could feel more immersive because of the ambience..

I know how it is to search for this stuff, sometimes it makes me feel kinda stupid..

UPDATE:

If you downloaded prior to this post, download it again: Viper's sample suggestion is great, the immersion is absolutely perfect. Thanks Viper!

Edited by Reezo

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I just tried the version prior to my post and I felt it wasn't "realistic enough"... just felt like someone playing a custom sound rather then it being from the triggerman... also is the sound set globally or locally? if not it would be nice if it was attached to the triggerman.... so that you only hear it within a certain distance of him....

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