Jump to content
Sign in to follow this  
Reezo

SR5 Tactical IED Detection and Remote Det Script

Recommended Posts

Guest

Nice! I'll test and report back:)

EDIT: It seems to be working. It detects James IED's but you cannot difuse them. Also, dunno whether it's intentional but the debug messages have now dissapeared since the little update you done just now.

Edited by Guest

Share this post


Link to post
Share on other sites
Nice! I'll test and report back:)

EDIT: It seems to be working. It detects James IED's but you cannot difuse them. Also, dunno whether it's intentional but the debug messages have now dissapeared since the little update you done just now.

Yes, debug is intentionally turned off. If you want it back ON, in ieddetect_init.sqf change:

reezo_ieddetect_debug = false; into true

I jumped on my chair when I noticed the IEDs are detectable, I didn't move to the IED because I couldn't find the triggerman..there might still be problems, but for now, they can be detected :)

Defusing them with a triggerman around - even when both scripts will interact correctly - won't be good for our health.

Share this post


Link to post
Share on other sites
Guest

lol, I've been working with your script so much that I totally forgot his script had a triggerman aha

Great work mate.

Share this post


Link to post
Share on other sites

Here's a couple of thoughts when testing it with buddies:

In MP it seems inconsistent across players. One person would detect it, then it would detect on the other people. The first person who detected it would get the option to Remote Detonate it -always- (note: we never were able to blow it from a distance using the action menu. When we did get the Remote Detonate it, we had to go up to it and INJECT it with the number. And only the person who first detected it could do that).

Now... that was for the James script and the _add.sqf in an object.

Suggestion: for the James script, when it detects using the James script make it say something along the lines of, "Active Frequency Detected" or something of that sort (something that gives the player a hint that there is a triggerman).

And lastly, another suggestion: lower the detach IED option so you only get it to pop up within, lets say, 1 meter. BUT, I think that you should need to SEARCH the object that has the script in it, have it trigger an animation, and THEN you'll get the detach IED option.

Edit: Also, we were getting BUNCH of Fake IED hits, are you sure the ", 01]" in the detector.sqf is 1%? It may have just been chance, but it was a lot. It may have something to do with the fact that our SCAN interval was set to 5 (note: with no lag issues).

Edit #2: Just had an idea I thought I should throw out there... EOD Suit. Terribly needed/wanted to go with this. Now, how would this be put in a practical solution? Well, in theory (and this is a theory), use a similar system the ACE Rucksacks do. Basically a remodelled/textured rucksack, that instead of a backpack it's a full body suit that covers your player model. It'll take up your second primary inventory slot, and we can actually make it very heavy so that you'll have to drop all excess equipment minus a pistol and a magazine as well as giving the model an actual armor value. Thoughts?

Edited by SpectreRSG

Share this post


Link to post
Share on other sites
Guest

Edit: Also, we were getting BUNCH of Fake IED hits, are you sure the ", 01]" in the detector.sqf is 1%?

I have also noticed this. Sometimes it doesn't happen and sometimes it does. It will just keep popping up with fake IED's over and over. It marks the spot real far out as well, like 1000m etc.

EDIT: It seems to be doing it alot more now for some reason... It also seems to show the approx position of the fake IED at another player/detector.

Edited by Guest

Share this post


Link to post
Share on other sites

Thanks for the feedback. I'll keep testing and improving, I have a couple clues why these things happen.

I must say that, for the moment I am forced to disregard any feedback related to James' script. I need to stay focused on testing my own script first and programming always requires a very rational approach, to avoid loosing track of progress.

I am not saying you must provide me with feedback, but if you do, make sure you follow these guidelines.

1) Make it simple, like 1 EOD 1 IED

2) Start building up gradually

3) Proceed excluding variables, e.g. at first put Fake IEDs to 00 to avoid that

4) Change one variable at the time, to maintain control of the events

This is how I am going to test things now that the script code is all polished and organized. Dedicated server testing is a must because we all know ArmA changes drastically one things go "real".

Thanks a lot for taking part in this project, I might create a dev-heaven section for this whole thing, it should help us keep track of the most constructive and "professional" feedback.

It's either us or the script, because if we don't whip it programmed code always kicks back! whipwhip! ;)

UPDATE: I have v1.5RC2 almost ready. I've started testing on dedicated exclusively, no more local/editor simulations. Everything works, with multiple EODs, scanner units, scanner vehicles and both units and vehicles.

I need to make the following improvements, and then 1.5RC2 is released.

1) Check for isServer and !isServer calls, in order to avoid duplicate scripts running (done)

2) Improve the attachment system (to be done)

3) When a scanner unit is inside a scanner vehicle, pause the unit scanner (not really necessary because of the "busy" variable, for now).

Oky. ;) laters..

Edited by Reezo

Share this post


Link to post
Share on other sites
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!

bump? ;)

Share this post


Link to post
Share on other sites

UPDATE: I have v1.5RC2 almost ready. I've started testing on dedicated exclusively, no more local/editor simulations. Everything works, with multiple EODs, scanner units, scanner vehicles and both units and vehicles.

Nice work mate ... you are REALLY on a roll now :)

Share this post


Link to post
Share on other sites

To further Kolmain's bump :D

I have issues with Norrin's revive too, one being adding the:

class CfgSounds

{

#include "scripts\IEDdetect\IEDdetect_sounds.cpp"

};

class RscTitles

{

#include "scripts\IEDdetect\IEDdetect_screens.cpp"

};

In the description.ext, it just crashes to desktop everytime saying:

In Description.jpg

And when placed in the revive.sqf\dialogs\config.cpp it crashes to desktop saying:

In Dialogs Config.jpg

This is the only thing stopping me from using this awesome script, tried working round this with no great success :D

Share this post


Link to post
Share on other sites

Viper you have to remove the conflicts from description.ext

It just takes tinkering ;)

Stitching together dialog conflicts is like an art form :)

Edited by Kremator

Share this post


Link to post
Share on other sites

Try using a \scripts\IEDdetect instead of scripts\IEDdetect (add a backslash at the beginning but I doubt it will work.

As Kremator said, you need to resolve the include conflicts. If you want, copy the contents of my CPP files in Norrin's CPP files and you should be set.

Share this post


Link to post
Share on other sites

@Kremator

Yea I tried doing so i.e the things albertors wants us to add, but then the script wont run correctly right?

So your saying to remove this:

#include "revive_sqf\dialogs\config.cpp"

From the description.ext to get it to work, that means i'll lose all the Brian_Fu*k it sounds :P

@albertors

I'll get straight on it :) thx for the quick replies!!

Edited by VIPER[CWW]

Share this post


Link to post
Share on other sites

Sorry if I am just trying wild guesses when it comes combining this script with others ;)

I am having a hard time with IEDs attached to other items (like explosives to a car..) for some reason it works perfectly in the editor and the dedicated messes it up...ARGH :) I found like 12 ways of doing the same thing, always editor:yes, dedicated:no.

Everything else seems to work right..this is the incriminated script:

//////////////////////////////////////////////////////////////////
// Function file for Armed Assault
// Created by: Reezo of SR5 Tactical - www.sr5tactical.net
// This script attaches an explosive (detectable) to the object it is initialized from
// Usage: nul0 = [this,0] execVM "scripts\IEDdetect\IEDdetect_attach.sqf";
// Where:
// This - is the object to attach the IED to
// 0 - is the bomb beeping. 0=silent 1=beeping 2=random
//////////////////////////////////////////////////////////////////

// INIT
private ["_object","_beep","_attachedIED"];
if (!isServer) exitWith{};
if (count _this < 1 OR count _this > 2) exitWith {hint "IED_DETECT_ADD.SQF WRONG PARAMETERS, QUITTING.." };

_object = _this select 0;
if (count _this == 2) then {_beep = _this select 1 } else { _beep = 2 };

// Better wait until the host object is ready
waitUntil {!(isNull _object)};
waitUntil {_object == _object};
waitUntil { time > 3};

// Spawn the explosive object
_attachedIED = "Explosive" createVehicle (getPos _object);
sleep 0.1;

//Add that object to the array
Reezo_IED_detector_objects = Reezo_IED_detector_objects + [_attachedIED];
publicVariable "Reezo_IED_detector_objects";

// To beep or not to beep, this is the question
if (_beep == 2) then { _rnd = random 1; if (_rnd > 0.5) then { _beep = 1 } else { _beep = 0 }; };
if (_beep == 1) then { nul0 = [_object] execVM "scripts\IEDdetect\IEDdetect_beeper.sqf" };

// Attach the IED to the object
_attachedIED attachTo [_object,[0,0,0],"hatch1"];
sleep 0.1;

// Allow the "detach" action only when the IED is discovered by the scanner
_wait = true;
while { _wait } do {
 if (reezo_IEDdetect_activeIED == _attachedIED) then {_wait = false;};
 sleep 5;
};

// Adding the action..
_action_reezo_IEDdetect_detach = _object addAction ['<t color="#FF3300">'+"Detach IED"+'</t>', "scripts\IEDdetect\IEDdetect_detach.sqf", [_attachedIED], 0, false, true, "",""];

if (reezo_IEDdetect_debug) then { player globalChat "REEZO_IEDDETECT DEBUG: DETACH WAIT COMPLETE" };

if (true) exitWith {};

The IED gets detected, it's attached, and everything works..BUT you don't get the action to detach it from the host object. I can't put the detach action on the IED itself because it will be unreachable (e.g. when INTO a car)..

Maybe the reason is _attachedIED does not have a unique name and it's only a local variable? Now I am self-wild-guessing XD

any help is appreciated..this is what stands between me and RC2 :)

Edited by Reezo

Share this post


Link to post
Share on other sites
@Kremator

Yea I tried doing so i.e the things albertors wants us to add, but then the script wont run correctly right?

So your saying to remove this:

#include "revive_sqf\dialogs\config.cpp"

From the description.ext to get it to work, that means i'll lose all the Brian_Fu*k it sounds :P

@albertors

I'll get straight on it :) thx for the quick replies!!

What I had to do viper was to change the patch of config.cpp back to the mission directory and that seemed to get it working.

I use VTS which has revive built in, and it is working perfectly with albertors godly scripts :) So it can be done :)

Share this post


Link to post
Share on other sites
Guest
Tried all the ways stated above still getting crash to desktop :(

Same here, I get the same error with Norrins revive script...:(

Can't figure it out.

Share this post


Link to post
Share on other sites

I have v1.5RC2 almost ready. I've started testing on dedicated exclusively, no more local/editor simulations. Everything works, with multiple EODs, scanner units, scanner vehicles and both units and vehicles.

Sounds great. Waiting with anticipation:)

Share this post


Link to post
Share on other sites

It works. Finally, it does. Argh.. I can't believe I managed to do it with a workaround that is like going to Mars to then reach the closest Starbucks.

I guess I am going to watch Restrepo and then release v1.5RC2

UPDATE: As promised, v1.52RC2 is out

UPDATE 2: good news about getting James' script to work with mine. I took the liberty of changing some things here and there and so far it worked. Detection, defusal, remote detonation and .. let's say "deliberate detonation" eheh I'll test it some more and then ask James if it's ok to post the modified version.

Edited by Reezo

Share this post


Link to post
Share on other sites
Ran into a small issue with your script. The IED detection device graphic runs off the screen. I'm guessing it's because I don't run a widescreen resolution.

Ah true, thanks for letting me know, that is definitely the reason. shrugs..I have no idea how to fix it eheh I suspect there is no way but by making 2 cpp files, one for widescreen and one for 4:3?

Share this post


Link to post
Share on other sites

Hey albertors,

Just tried the newest version. Liking it ! there are a few bugs I've found.

AI will not detach or defuse EODs

Addaction defuse IED is appearing twice in list

When an IED is shot it should explode :) - I think it DOES stop beeping however

Beeps are VERY loud - I reckon you should only be able to hear them closer than 20m ? (to be scary !)

The IEDs are not exploding if you go close to them (while running etc - or equipped to disarm/find)

Still testing more mate .... but loving how this is shaping up !

Share this post


Link to post
Share on other sites

Hey Kremator,

thanks for the invaluable feedback, as usual. Here I am providing initial report and getting to work on it ASAP.

AI will not detach or defuse EODs

This is weird, using menu number 6 I get both the Attach and Disarm actions and they worked for me, so far. To be able to detach the IED you must be the unit who discovered it, otherwise you'll get an "unable" hint notification. If you order an AI unit to disable an attached bomb, it will wait for it to be detached because, in fact, you can't access the action of an object attached INSIDE another one (matter of fact is if you can't reach it, you can't use its actions).

I am still working on attached devices because they are kinda nasty..I managed to get a usable workaround like this one..but it's not done yet.

Addaction defuse IED is appearing twice in list

Exactly, read above: it comes from a workaround but it's not done yet :D

When an IED is shot it should explode - I think it DOES stop beeping however

Ok this is something I am now going to work on. I am going to explain why this does not happen: this script started as a detection and disposal, not an IED explosion of any kind. This means that the actual behaviour of an IED was not up to this script (proximity trigger, weight trigger, speed trigger, engine trigger, whatever kind of bomb you can think of, it is something other scripts, like James' should do).

However, I am finding that more and more people would love to make this script "wider" in concept than it was. So first things first I think the one thing I am going to add as an extra to this script is that, when shot, an IED is going to explode. Why? Because EOD specialists are trained in the use of Anti Material Rifles to detonate IEDs and bombs safely. Using this script, any kind of IED from this or other scripts will detonate when shot from a distance. I guess this is a realistic and exciting addition, you could fire at it with a tank, place charges next to it etc. etc.

Also this is going to be of great help to those aiming for a more realistic approach. In reality, portable EMP emitters to disable IEDs do not exist, as far as I know. Most IEDs have little to none electronics that can be disarmed by an EMP. So those who want to play it realistically just put a 0 to "Remote Detonation Possibility" in the script and that's it, no more "futuristic portable EMP device" :)

Beeps are VERY loud - I reckon you should only be able to hear them closer than 20m ? (to be scary !)

This is easy to do, I'll just lower the volume in the cfgSounds file.

The IEDs are not exploding if you go close to them (while running etc - or equipped to disarm/find)
Again, this is not something my script would do, because it would get into the way of other scripts like James'. If you place an IED object, the explosive behaviour is not up (yet) to this script. If you want it can be done, but it will be work that goes in the way of an excellent script like James' (which I am telling you takes into consideration the actual triggerman KNOWING you are there next to it, so it's very realistic, more than just a "if present in this radius = BOOM" which would lead anyone to NOT approach the IED (not that is is not realistic, who would approach it, in reality? eheh).

Thanks again!

UPDATE: V1.5RC3 is out

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

Edited by Reezo

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.
Sign in to follow this  

×