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Reezo

SR5 Tactical IED Detection and Remote Det Script

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Here I am, trying to answer all the questions and comments about the script and integrating the information as much as possible (because I know how it is to wait for something to be released in the ArmA community..it's such an enoyable but cruel pain!):

1) Beeping will made optional by a parameter launched in the script launched in the IED (not in the "detector unit"). This will make it IED-specific and can be "on", "off" or "random";

2) Remote-Det will probably be re-integrated because a lot of people are asking for it. At first I thought an "arcade mistake" (lol, I have to take note of all these terms I am literally manufacturing);

3) Manual defusing, for the moment, consists in:

a. Approach the IED and run the action "Defuse Bomb";

b. your tool will start detecting values at random intervals, ranging from around half a second to two seconds, no way to know when the number is going to change, so be quick

c. Clicking on "INJECT CODE" when the number is a multiple of 3 will successfully hack the bomb trigger and defuse the electronics;

d. If you do it wrong, the bomb will become unstable and explode in some seconds. During these seconds, a beep is audible at an increasing rate..you will know when it's "that moment".. The time before detonation is variable, not MUCH variable but still not always the same. Going prone AND behind cover is your best bet. Standing behind cover can save you even if you are relatively close to the explosion (don't trust me on this one too much :)). Going prone is definitely a good thing to do but it won't help you if you are standing in direct line of sight of the explosion. This is not something I've scripted, it's how ArmA 2 realistically behaves (and if something was added, thank ACE).

I once used an actual explosive attached to a car.

That way it keeps it real if it needs to be deleted.

This is awesome, let me expose myself: I haven't thought of this! Realistic and very script-friendly: if the explosive doesn't exist anymore it will be easier for the script to "clean" defused or exploded IEDs (as I've said before). I've almost got late to my job today because I haven't thought of this. Thanks! (it's not much but you'll be in the credits if I manage to sleep tonite*)

4) Scanning is - I agree - better when automatic and not action-related. I don't like scroll-wheel actions too much but that is not the point: it's much better to know it's on and guarding your proximity to IEDs, so you can play and forget about it. When the Nomad tool wil be an actual ITEM, it will start scanning as soon as you pick it up. Having a "start scanning" or "stop scanning" doesn't make much sense..having the tool should mean scanning..after all, it's the reason why you have it. Maybe it could use batteries, that's an idea..

its something the game should have shipped with in my opinion.
Instant endorphine, thanks for the trust!
Congrats on this cool release Alberto!
Hey SickBoy! Thanks for dropping by and for the nice words!

5) Rest assured as soon as the script is solid I will try my best to make this fully compatible with all the best and most used IED scripts available, among which James' and VTS. I am confident I can do it

6) The scripts suite to add an IED to the existing array of detectable devices will by split in two: _add.sqf will be used to make an object the actual IED. _attach.sqf will be used to attach an IED to an object. This will be useful for a number of reasons (and will make the script easier to integrate with other scripts): since a defused or destroyed IED will automatically be "removed" from the game, turning a car into an IED could have the effect of making it disappear into thin air once manually defused. using _attach.sqf in the object init, instead, will create an explosive device and attach it to the object (the car, in this example). This way 1) if the IED blows up, the car does too because the device attached to it will blow up (not very friendly for the car eheh) 2) if the IED is defused, it will be deleted, leaving the car untouched.

Edited by Reezo
so many typos it was barely English

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Thanks a ton for answering my questions and for continuing the work on this great script. I'm glad that your looking at putting remote det back in as well as considering its compatibility with other scripts.

Thank you very much for this and all your hard work. I wish I could model as I would make you a scanner item asap.

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I wish I could model as I would make you a scanner item asap.

You're welcome, thank you for the nice words. If someone makes me a model for the scanner I will personally bother SickBoy for putting it in ACE..lol ;) (*ducks for cover*)

if (isConsoleGame) exitWith{};
waitUntil {isReady NomadModel};

while {alive albertors} do {
 bother ACE_team;
 sleep 0.1;
};

(don't worry too much eheh)

Edited by Reezo

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v1.5 is sounding good mate ! Keep up the good work.

We need to blow shit up :)

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More good news!

SpectreRSG is going to make a model of the Nomad Military-Grade Handheld you've seen in the screens and dialogs of this script!

I've been told by SpectreRSG we now need *beep*someone to UV Wrap his model. If there is anyone *beep* out there who wants to help, feel free to *bepbepbep* PM me!

Thanks everyone *beeeeeeeeep* for this great opport*KABOOOM*

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Awesome..

Everything sounds great. Cant wait to see the model and the next version.

This is getting to be a classic fast :)

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More good news..this maze of scripts is actually working..unbelievable :)

..I would love to work for BIS with no questions asked ..only caffeine! XD

UPDATE:

It's 0521HRS and I FINALLY completed what is going to become v1.5!

1) Major improvements in MP compatibility, now the script runs on almost 33% less code and does pretty much everything in global space, exception made for some variables that benefit from being in local space, for a number of reasons.

2) The workflow is so smoother compared to previous versions that I think it will be able to integrate with other IED scripts easily.

3) I've separated the _add.sqf from the _attach.sqf. What this means is that if you want to create an IED, you can use _add or _attach. With _add, the actual object you run the script from will be come the IED (and deleted when defused): this is great for actual bombs and IED devices.

4) But what happens if you want to attach a device to, let's say a car? You use the _attach.sqf in the car init. It will generate an explosive device and attach it to a memory point in the vehicle. When the IED is detected (and only then) the EOD guy can get close to the car, DETACH the device via an action in the car and then defuse the bomb manually. This will solve the fact that most attached objects become non-selectable via scroll-wheel (because the object they are attached to "shields" them).

5) Remote detonation is back..and it is completely independent from what happens, this means you can use it as an option or the IED could get destroyed or defused manually, the EOD guy could get killed in the mean time etc. the script just work its way to the end of the wait cycle, clean things up and gets ready for another scan should another EOD unit be available.

6) Fake IED reports work as usual and now are completely impossible to discover until you get an actual "anomaly not consistent" message. This could create some interesting situations, by pure chance.

7) IED beeping can be decided in the _add script, using a parameter. "Beep" will make it beep, "Silent" will make it NOT beep, "Rnd" will decide randomly. If you forget to mention the beep parameter, it will be random so [this,"rnd"] is the same as [this]

Tha-tha-tha-that's all folks! Further testing tomrrow.

Future plans:

If we make an object out of this we could release a mod version..meaning you get a real Nomad Handeld Computer that starts scanning when placed in your inventory. Script will check if you have that item every time a Nomad function is called or required. Should pretty nice.

Edited by Reezo

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Thanks guys,

The script is now called "IED Detection and Ordnance Disposal Script" which I think is more appropriate!

I just updated my first post. v1.5 is NOT out yet but it will be soon, probably today. Updating the readme.txt took me way more than I thought!

Anyway, the readme now contains a lot more information, including procedures and funtions, I hope you like it!

My favorite part:

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 seek for the best cover

UPDATE:

All the screens are 512x512..do you think it's too much? scaling them to 256x256 would do us a 50% script size decrease. I don't like it much when mission .PBOs are 5Mb (unless they have evident need for need, of course) and I would not want my script to be the cause for PBOs gain of weight :) so what's the standard for those screens? Like the one for the MGPS or the PMC iPhone GPS..for example..

UPDATE 2:

If someone is able to read and record the above procedures text in "moviesh" English we could release a demo mission with civilians, an IED in the middle of the road, roadblocks, etc. with that kind of commentary. Sort of an EOD tutorial footage.

UPDATE 3: Script seems to be fully AI compatible: AI soldiers receive and perform all actions you want (detach, defuse, remote det etc.)

UPDATE 4: EMP frequency is now synced globally: all EOD units can trigger the remotely controlled detonation.

UPDATE 5: "Danger close" abort for remote detonation now triggers if ANY of the EOD specialist are close to the IED. This means each instrument will scan if there are instruments in proximity of the IED..if this happens, the instrument will think there is an EOD specialist close to the bomb you want to remotely detonate...and it will not allow you to do so.

Edited by Reezo

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Thanks ALbertors. I can't wait to try this out. I'm glad you put remote det back in and I'm happy a sensor is being made.

When the dust settles, will you have anything in the readme about combining it with other scripts?

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Thanks ALbertors. I can't wait to try this out. I'm glad you put remote det back in and I'm happy a sensor is being made.

When the dust settles, will you have anything in the readme about combining it with other scripts?

You're welcome. Yes, I plan on trying my best to give you tips on integrating this script with others.

I haven't been able to have fun with James' script combined with mine..so what I've come up with in these days were just wild guesses.

My bet is that something like this could work (the first line is to give you an idea of where it should be placed)

(Add this in James' Advanced IED script)

Around line 80, afther this line:

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

Add:

// BEGIN Reezo's wild guess
_reezo_IEDdetect_IEDtypes = ["BAF_IED_v1","BAF_IED_v2","BAF_IED_v3","BAF_IED_v4","Land_IED_v1_PMC","Land_IED_v2_PMC","Land_IED_v3_PMC","Land_IED_v4_PMC"];
_reezo_IEDdetect_near = (getPos _man) nearObjects 10;
_reezo_IEDdetect_nearCount = count _reezo_IEDdetect_near;

for [{_y = 0},{_y < _reezo_IEDdetect_nearCount},{_y = _y + 1}] do {
 _gotcha = _reezo_IEDdetect_near select _y;
 {
   if (_gotcha isKindof _x) then {
     nul0 = [_gotcha] execVM "scripts\IEDdetect\IEDdetect_add.sqf";
   };
 } forEach _reezo_IEDdetect_IEDtypes;
};
// END Reezo's wild guess

Edited by Reezo

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very nice, on the point of remote detonation in the new version, can it be disabled?

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very nice, on the point of remote detonation in the new version, can it be disabled?

Sure it can: you can disable it by entering 00 as the instrument skill, this way it will have 0% of getting a remote detonation.

This can make things interesting, just a hint: units could have a scanner but NO EMP capabilities, while you could run the EMP percentage at a high value (e.g. 75) in a specialized vehicle used to blow up IEDs with a (futuristic..I guess, but not realistic maybe) EMP emitter.

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Thanks for the wild guess Albertors! If I get the chance I'll try this out tonight. Considering my RL has been crazy lately somebody here will surely beat me to it!

Where does this code go?

This is great and why I love arma 2. Being able to give feedback and suggetions to the people doing the work is amazing.

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Thanks for the wild guess Albertors! If I get the chance I'll try this out tonight. Considering my RL has been crazy lately somebody here will surely beat me to it!

Where does this code go?

This is great and why I love arma 2. Being able to give feedback and suggetions to the people doing the work is amazing.

The code goes in James' script, I've edited my previous post because I didn't make that clear.

I agree with you: this is one of the best things in ArmA 2, one of the elements that make this "game" be light years over the rest.

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V1.5RC1 released!

Changelog:

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

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WOOHOO ... was waiting up for this in anticipation !

Will get it immediately and start testing.

Thanks mate !

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You're welcome! I am gonna watch some TV episodes eheh to take a break ;) Thanks.

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Yay!

Was hoping you would release it tonight. Thanks.

Checking it out right away.

:computer:

EDIT:

Tested it, and I am loooving it :)

Only thing to report atm is a scripterror.

Error in expression <Reezo_IED_detector_objects";

if (_beep == 2) then {

_rnd = random 1;

if (_rnd >>

Error position: <== 2) then {

_rnd = random 1;

if (_rnd >>

Error Generic error in expression

File C:\Users\RasmusModsat\Documents\ArmA 2\missions\SR5_Reezo_IEDdetect.Desert_E\scripts\IEDdetect\IEDdetect_add.sqf, line 30

...

Other than that it seems to work very nice.

Thanks for the update!

Edited by Nielsen

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Nice update! Seems to working well:)

I have tested your wild guess:

// BEGIN Reezo's wild guess

_reezo_IEDdetect_IEDtypes = ["BAF_IED_v1","BAF_IED_v2","BAF_IED_v3","BAF_IED_v4","Land_IED_v1_PMC","Land_IED_v2_PMC","Land_IED_v3_PMC","Land_IED_v4_PMC"];

_reezo_IEDdetect_near = (getPos _man) nearObjects 10;

_reezo_IEDdetect_nearCount = count _reezo_IEDdetect_near;

for [{_y = 0},{_y < _reezo_IEDdetect_nearCount},{_y = _y + 1}] do {

_gotcha = _reezo_IEDdetect_near select _y;

{

if (_gotcha isKindof _x) then {

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

};

} forEach _reezo_IEDdetect_IEDtypes;

};

// END Reezo's wild guess

it doesn't work unfortunatly:(

The IED's don't get detected and if you walk near them, they don't explode.

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Alright, VERY nice job with this script, I've been following it closley but was unable to post until now, great job! Only question is with respawn/Norrin's revive. Im using Norrin's revive script and wonder how I can readd the detect to only engieneers? Any ideas? And for anyone trying to get this to work with james' ied script i believe its on page 5 :) Keep up the great work! Let me know if you need anything!

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I've added slight changes to the script at the moment of this post. If you downloaded v1.5RC1 before the time of this post, please download it again to get the latest version.

I found it! I just found it..I can't believe it. I have to write this post to let you know that, 4.12am, I found it :) Stay tuned I am going to update this very post with the code you hae to tweak in James' script.

..and here I am with the instructions:

Open James' script and go at around like 1344, where it says:

_IEDtriggerInner setTriggerStatements ["this", "" ,""];

Insert the following code:

// BEGIN - Reezo's code for compatibility with his IED detection and Ordnance Disposal Script Suite
waitUntil {reezo_IEDdetect_busy == 0};
_reezo_IEDdetect_IEDtypes = ["BAF_IED_v1","BAF_IED_v2","BAF_IED_v3","BAF_IED_v4 ","Land_IED_v1_PMC","Land_IED_v2_PMC","Land_IED_v3 _PMC","Land_IED_v4_PMC"];
_reezo_IEDdetect_near = _iedpos nearObjects 10;
_reezo_IEDdetect_nearCount = count _reezo_IEDdetect_near;

for [{_y = 0},{_y < _reezo_IEDdetect_nearCount},{_y = _y + 1}] do {
 _reezo_IEDdetect_foundIED = _reezo_IEDdetect_near select _y;
 {
   if (_reezo_IEDdetect_foundIED isKindof _x) then {
   nul0 = [_reezo_IEDdetect_foundIED,0] execVM "scripts\IEDdetect\IEDdetect_add.sqf";
   };
 } forEach _reezo_IEDdetect_IEDtypes;
};
// END - Reezo's code for compatibility with his IED detection and Ordnance Disposal Script Suite

Done! Now the IEDs placed on the ground by AI units in James' script will be detectable by my IED Detection Script Suite.

Me and James are like the light and dark side of the Force! :)

Edited by Reezo

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