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Reezo

SR5 Tactical IED Detection and Remote Det Script

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The trigger man script doesn't have to do anything with a marker. That nul0 field in 4e (on the first page) goes directly into the init field of you placed man that you want to be the trigger man. You also have to tell it where you want to place the bomb, ie the skodabomb part.

This is relatively easy to do, just use the Ambient Bombers on the first page, section 4g.

Thanks for the answer, so how would I go about setting it up then? Like I said im using a zone area of 1000 by 1000 and random IED bombers all over the place etc,

this would do that? Can someone make me an example if they dont mind? as ive seen none on how to use the ambient bombers.

Thanks

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You put the 4g coding that Reezo provided in your init.sqf and you wont need a zone what so ever because it'll put the bombers within the radius you set of a player.

So regardless of where you go, it will detect where you are - no zone needed.

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Thanks mate! done it all now... After almost 5 days working hard on this mission

which is awesome I must say, its here!!!!!!!!! lol.

Try it out please guys and give me feedback in the related thread. Thanks again

to you all for the help, hope you like the mission :)

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Can anyone post just a simple (non-PBOed) mission using this script - Say with just a single squad / unit looking for IEDs -

Just an editor mission so I can see how it is layed out -

---------- Post added at 03:27 AM ---------- Previous post was at 03:25 AM ----------

I now understand to use "notepad" to open a SQF.... but I still don't catch the meaning of "#include lines to your description.ext" - Do I have to insert something here? within the description.ext that is within my mission folder?

Thanks

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but I still don't catch the meaning of "#include lines to your description.ext" - Do I have to insert something here? within the description.ext that is within my mission folder?

Yes you have to include the #include lines into your description.ext. So in your description.ext it should have:

#include "scripts\IEDdetect\IEDdetect_dialog.h"

class CfgSounds

{

#include "scripts\IEDdetect\IEDdetect_sounds.cpp"

};

class RscTitles

{

#include "scripts\IEDdetect\IEDdetect_screens.cpp"

};

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I'm currently having trouble with getting the triggerman part of the script to work. I've been able to set up suicide bombers, but thats about it.

What I am trying to do is make it so when BluFor enter a trigger, the "create random triggerman with IED on vehicle/object preplaced in the area." Currently I have it set up so that it would chose one of the Ladas in the area to place the ied and I have ALICE running so the script should pick one of the civis in there area to be the triggerman according to the ReadMe. Right now it is doing nothing at all it seems, I have the chance of triggerman set to 100% and the right vehicle classname.

Do I not put the classname in the area stated "car"?

Any help would be much appreciated.

(I do have the init and the description.ext set up correctly, I am able to detect proximity IEDs and IEDs I place manually, but not the ones that are chosen at random.)

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I just dont get it - how to install this detection script and get it to work for example in Roadblock Duty.

I'm having problems with the first step:

How to set it up:

1) Copy the following folder into your mission folder:

> scripts\IEDdetect

---

Does the mission folder mean MPMissions?

Where should I copy the other files - other than under folder IEDdetect?

I know that it's not that hard but if someone could just take me hand and walk me through the installation steps? :) Thank you.

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you have to put the script into the folder that the mission you are making is located at. that folder should be located in \Documents\ArmA 2 Profiles\[PROFILENAME]\missions\mission.island

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I just dont get it - how to install this detection script and get it to work for example in Roadblock Duty.

I'm having problems with the first step:

How to set it up:

1) Copy the following folder into your mission folder:

> scripts\IEDdetect

---

Does the mission folder mean MPMissions?

Where should I copy the other files - other than under folder IEDdetect?

I know that it's not that hard but if someone could just take me hand and walk me through the installation steps? :) Thank you.

I"m a little confused on this Script to - Could anyone be cool enough to throw together a sample mission for the mission editor...so I could see how it plays out and what goes where.

Maybe just a simple BLUFOR EOD Unit and 1 sucicde bomber? or IED.

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I"m a little confused on this Script to - Could anyone be cool enough to throw together a sample mission for the mission editor...so I could see how it plays out and what goes where.

Maybe just a simple BLUFOR EOD Unit and 1 sucicde bomber? or IED.

there is already a sample mission in the folder.

"SR5_Reezo_IEDdetect.Desert_E"

have a nice day.

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.....and the mission will scare the crap outta ya ! You cannot trust ANYONE !

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Sorry I am incredibly busy developing the RWR System for the ACE mod. I have a new version of this script where some minor bugs have been fixed, for example the compatibility with all display resolutions which has afflicted non-16:9 users.

Stay tuned, sorry for my absence compared to previous hardcore-bug-hunt and thanks for using the script!

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Currently trying to incorporate your IEDdetector script into Insurgency, but I can't get to happen it frequently enough.

I currently run the ambient bombers script with this param:

nul0 = [] execVM "common\server\IEDdetect\IEDdetect_init.sqf";
/* 400 - is the ambient radius from the player
2 - is the minimum amount of civilians near the player
70 - is the % of presence of a triggerman among them
10 - is the scan interval time
"house" - 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)
100 - 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).
50 - 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 */
nul0 = [150,2,70,10,"house",0,100,30,25,65,WEST] execVM "common\server\IEDdetect\IEDdetect_ambientBombers.sqf";

Maybe "house" as a base object class is not optimal, but then again I didn't want to make it obvious that only cars explode.

Any ideas as to why I almost never encounter those suicide bombers?

Edited by Fireball

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Reezo, keep up the great work mate. This script is a lot of fun. That test mission is great. always a good quick run around trying to find the bomb.

Hey Reezo, some things you may want to see, feedback on your script fully working in my mission: http://forums.bistudio.com/showthread.php?t=116942&page=2

though still no ""Ambient Proximity IEDs" or "Ambient Bombers" which I did put in the init file, wanna take a look for us mate?

I seem to be getting the same with no ""Ambient Proximity IEDs" or "Ambient Bombers".

In testing through the mission editor, it works perfectly, detecting fakes and real ieds on a regular basis, being blown to crap by a hidden triggerman etc.. makes you jump every time, however on a dedicated server, no-one detected any IEDs even though set to beep="1" or come under attack while passing through a densely populated village.

debuging the script shows it working fine but it just never seems to choose a place to put IEDs or rarely selects a suitable triggerman and even then they will do nothing.

i'm use UPSMON5.0.9 with high volume ambient civillians and vehicles.

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hey Reezo, we have been testing the script extensively and it seems to work very well on non-dedicated, and Single Player, but not on a dedicated server, it has been spawning proximity IED's but you can't detect or defuse them, but they will still detonate, also the Suicide bombers don't seem to show up much, is this a problem with my mission? I have the detector init in their init box, or does the script not work with dedicated?

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I've tested it on dedicated and it has worked so far. Defusing proximity IEDs means not getting too much in proximity, or they will, indeed, detonate. I would recommend shooting them from a distance if the situation allows it. Sometimes you can't because of civilian presence etc.

You can set the % of suicide bombers/triggermen presence in order to tailor it to your needs.

I haven't had any bug report lately, probably means noone is using the script lol or they are too busy getting their gibs served :)

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Reezo,

As you are working with ACE maybe you could look at some of your script migrating over to their mines. There is currently no way to disable/disarm them. Maybe you can have a "meeting of mines" .......corny I know :)

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oh, so is the script only compatible without ACE? that could be my problem, as I don't really notice any suiide bombers, but when I test non-dedicated I notice heaps, and I can defuse IED's, but when it is on dedicated I can only blow up proximity IED's with C4, there is never a defuse option.

Do you know if I am not putting something in the right area?

here is my init.sqf

// JIP fix - why does ArmA execute init.sqf for JIP players, if 'player' is not sync'd yet

if ((!isServer) && (player != player)) then

{

waitUntil {player == player};

};

// briefing init

execVM "briefing.sqf";

// Reezo's IED detect script

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

// AMBIENT BOMBERS (optional)

nul0 = [180,4,50,10,"car",1,50,40,30,50,WEST] execVM "scripts\IEDdetect\IEDdetect_ambientBombers.sqf";

//AMBIENT PROXIMITY IEDs (optional)

nul0 = [1100,50,60,1,10,WEST] execVM "scripts\IEDdetect\IEDdetect_ambientProxyIEDs.sqf";

// EOD Specialist

nul0 = [eod1,50,5,50,00] execVM "scripts\IEDdetect\IEDdetect_detector.sqf";

// Small Arms Fire Detection script

safds = execVM "sam_safds\safdsstartup.sqf";

safds = execVM "safds.sqf";

// UPSMON

call compile preprocessFileLineNumbers "scripts\Init_UPSMON.sqf";

//Process statements stored using setVehicleInit

processInitCommands;

//Finish world initialization before mission is launched.

finishMissionInit;

// Execute the mission settings script

[] execVM "mission_settings\init.sqf";

setViewDistance 3000;

setTerrainGrid 50;

// Drapers Air

ASfirstrun = true;

[fac1,"jadam","lgb"] execVM "airSup\airSupInit.sqf";

// Random Weather Effects

1800 setRain random 1;

// Bon Loadouts

[] execVM "bon_loadoutpresets\bon_init_loadoutpresets.sqf";

// ACE AAW fix

_specialpeople = [] execVM "ace_aaw_fix.sqf";

// Wolffy's Caching

0 = [2000] execVM "modules\CEP_Caching\main.sqf";

player sideChat "Initialization Complete";

In my actual init.sqf there is no gap in the bon_init_loadoutpresets.sqf line, for some reason it comes up
Edited by Militantsausage

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Militant,

No I have seen these scripts work with both Ace and without.

I was just referring to the ACE Mines.

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Oh ok, yeah I am having trouble though, last part of my mission that I need to fix, I posted my init.sqf, that will probably have the problem in it, or I may have fixed it by making the init.sqf JIP compatible and putting the detector's init in there.

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Eheh thanks for putting me to more work. I've been pretty busy with a couple projects and I am now trying to figure out whether or not I have time for more :)

Anyway, expect a new release soon. I managed to fix the screen-ratio problem that made the detector go out of bounds for some resolutions. I was a pretty quick fix actually..shame on me I did not know about some UI parameters (which I very well had to learn with the ACE RWR and Sniper Pod camera scripts/mods).

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