Guest Posted March 25, 2011 (edited) Did your tests happen in dedicated MP? Nope, I was testing using a standard hosted multiplayer game. Regarding the modified file, it didn't work. When I respawned, I lost all detecting abilities. I have a unit named p1 who has detecting abilities so in your modified respawn code, wouldn't I have to change something to reflect what unit it works on? So like when p1 dies, p1 then uses the respawn code or have you coded it to be used for the player or all units of west or...? Edited March 25, 2011 by Guest Share this post Link to post Share on other sites
Reezo 45 Posted March 25, 2011 (edited) Nah, it does not matter. It has to work anyway..I want to make it completely automatic..will need more time for testing, I guess. UPDATE: I am getting close but I have no time right now, probably tomorrow :) Edited March 25, 2011 by Reezo Share this post Link to post Share on other sites
Gunter Severloh 4054 Posted March 25, 2011 Hey Reezo, great script, question for you on something I'm trying to do. Im trying to have random ammo caches placed within a marker area, and the object is to fnd the caches and blow them up, can I do something like that with your script? Share this post Link to post Share on other sites
Guest Posted March 25, 2011 Hey Gunter, try this:) http://forums.bistudio.com/showthread.php?t=89376 Share this post Link to post Share on other sites
spectrersg 9 Posted March 26, 2011 Reez, found something - if you have a handheld detector on your player, and you get into a vehicle using the vehicle detector; both do not work. Can you make it so the vehicle detector works, and the hand held doesn't if the player w/the handheld gets into the vehicle with the vehicle detector? Share this post Link to post Share on other sites
UGLY58 10 Posted March 26, 2011 Awesome stuff Reezo, having trouble keeping up with the changes ! Keep up the good work Share this post Link to post Share on other sites
Reezo 45 Posted March 29, 2011 V1.6RC4 RELEASED 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 - IMPROVED: Miscellaneous code optimization Share this post Link to post Share on other sites
kremator 1065 Posted March 29, 2011 Excellent mate..... thought you were too quiet for too long :) Share this post Link to post Share on other sites
Reezo 45 Posted March 29, 2011 Excellent mate..... thought you were too quiet for too long :) eheh true :) I had this version ready since end of last week but I had too many things to do, as well :) I tried to cover most of the reports/feedback in the posts between my last release and this one ;) Share this post Link to post Share on other sites
Guest Posted March 29, 2011 V1.6RC4 RELEASEDV1.6RC4 - 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 - IMPROVED: Miscellaneous code optimization So glad you've made it respawn compatible:) Will test asap. Share this post Link to post Share on other sites
Reezo 45 Posted March 29, 2011 You are welcome. I've tested it extensively and all worked. I didn't do it for detector vehicles because it could mess up vehicle respawn scripts from other authors, for detector vehicles it is not hard..it was the units that were problematic.. Share this post Link to post Share on other sites
spectrersg 9 Posted March 29, 2011 (edited) Huzzah! Will test it in a little bit. Did some testing with the ambient IEDs. ACE 2, my handheld detector was on my ENGINEER player, and I got into a vehicle with the detector. Vehicle detector, detected the IED along the road. I got out, walked to it, my handheld then detected it. I crawled to it, and got the Defuse option. When I hit Defuse, it said something along the lines of: "I dont have the required expertise". Any idea on that one Reezo? Edited March 29, 2011 by SpectreRSG Share this post Link to post Share on other sites
Reezo 45 Posted March 29, 2011 When I hit Defuse, it said something along the lines of: "I dont have the required expertise". Any idea on that one Reezo? It's a couple lines of code I forgot to put in, once I fixed the detector+detector_vehicle interaction. Download the archive again, it should be fixed now (should :)) Share this post Link to post Share on other sites
spectrersg 9 Posted March 29, 2011 Just did same testing with 2 other people in a non-dedi, self-hosted. I seem to be the only one that the vehicle detector is popping up for, and I'm hosting. Share this post Link to post Share on other sites
Reezo 45 Posted March 29, 2011 Just did same testing with 2 other people in a non-dedi, self-hosted. I seem to be the only one that the vehicle detector is popping up for, and I'm hosting. Only the driver receives the detection notifications..I don't know if I got your message right but the only crew member receiving notifications should be the driver.. Share this post Link to post Share on other sites
spectrersg 9 Posted March 29, 2011 (edited) Yeah but they didnt get any sort of message - it didnt work for them; but it did for me (I was the host) Edited March 30, 2011 by SpectreRSG Share this post Link to post Share on other sites
Reezo 45 Posted March 30, 2011 Yeah but they didnt get any sort of message - it didnt work for them; but it did for me (I was the host) Roger, will investigate.. Share this post Link to post Share on other sites
kremator 1065 Posted March 30, 2011 I like the 'not enough skill to defuse' message. Am going to combine your loudspeaker scripts into the IED test mission to see if I can scare away the normal population (or make the bomber show himself!) tonight. REALLY enjoying these scripts mate. Will add them into the MSO, VTS, ARD ,MMA LDL_AC130, etc etc mission. MUST be real close to a full release now, and get it on COMPLETED section of forums. Share this post Link to post Share on other sites
Reezo 45 Posted March 30, 2011 Yes I am not planning to add anything new. I've also optimized some of the code here and there during the last three revisions. We probably need just to sort the detector+vehicle combination and it is done. Share this post Link to post Share on other sites
spectrersg 9 Posted March 30, 2011 (edited) Is it possible to have the vehicle detector script ONLY detect IED's to the vehicle's 12 o'clock? (Okay, maybe from like 9 o'clock to 3 o'clock.) Also, I'm trying to make a body bomb (as sick as it is), and I placed the woman with health set to 0, with the IEDDetect_add, and IEDDetect_Attach on her. When I preview it, she blows up. Is that in part of her health being set to 0? Edited March 30, 2011 by SpectreRSG Share this post Link to post Share on other sites
Reezo 45 Posted March 30, 2011 Mh it could be done, I have to find the right formula.. And try the body bomb with a man instead, using attach..does it blow up? Damaging an IED or IED host might cause the IED explode so that is the reason..a simple tweak will work around it. Share this post Link to post Share on other sites
spectrersg 9 Posted March 30, 2011 I dont believe the issue was with it being a man or a woman; but with the health being set to 0. Let me try it with a man. Share this post Link to post Share on other sites
Reezo 45 Posted March 30, 2011 I dont believe the issue was with it being a man or a woman; but with the health being set to 0. Let me try it with a man. I thought I had taken care of voiding damage checks for "man" classes..at least when using _attach.sqf Problem is, if the unit is considered NOT alive, you stand no chance..it will probably explode..it has to do with the way the script cleans up IEDs in the detection arrays, and it is a compatibility feature that ensures stability. You will need to have actual CORPSE objects, not live units turned dead. Lol I make sense only if your mind is already damaged from too much ArmA editing.. Share this post Link to post Share on other sites
spectrersg 9 Posted March 30, 2011 (edited) Problem is, if the unit is considered NOT alive, you stand no chance..it will probably explode..it has to do with the way the script cleans up IEDs in tine detection arrays, and it is a compatibility feature that ensures stability Right, thats what I had thought. Edit: even with a man it does it when his health is 0. Bodybag object it is! Edited March 30, 2011 by SpectreRSG Share this post Link to post Share on other sites
kremator 1065 Posted March 30, 2011 Oh man what a story!! Listen to this. I integrated your loudspeaker scripts with the IED scripts and drove the hmmvv into the crowd. The vehicle IED detector goes off and I back away a little. I then get out of the hmmvv and am on foot. The detector kicks in again and I decide to get the civilans away from danger, so I trigger the loudspeaker. Most civvies start to move and I'm scanning for a triggerman. I open the map and see the possible IED position MOVING !! Has to be a suicide bomber, so I track the civvy and hit him in the leg to down him. Anyway I'm running ASRs AI rearming scripts and DAPs First Aid module. I get a detach IED addaction and of course remove the IED. HOWEVER, another AI runs up to me, GRABS THE IED, shouts Allah Akbar and blows the crap outta me (as I was healing the first suicide bomber!) HOW COOL IS THAT ! Share this post Link to post Share on other sites