mantls 2 Posted June 4, 2013 Those Markers are for debugging and are only shown to the host. On Dedicated Servers they will not be visible. Simply comment out or delete the following: call compile format [' // DEBUG! comment out for full Mission bombmarker_%1 = createmarker ["bombmarker_%1", _iedpos]; "bombmarker_%1" setMarkerTypeLocal "hd_warning"; "bombmarker_%1" setMarkerColorLocal "ColorRed"; "bombmarker_%1" setMarkerTextLocal "bomb";', iedcounter]; _counter = _counter + 1; iedcounter = iedcounter + 1; }; guess i should have thought of that beforehand. Share this post Link to post Share on other sites
pawelkpl 29 Posted June 5, 2013 Those Markers are for debugging and are only shown to the host. On Dedicated Servers they will not be visible. Simply comment out or delete the following: call compile format [' // DEBUG! comment out for full Mission bombmarker_%1 = createmarker ["bombmarker_%1", _iedpos]; "bombmarker_%1" setMarkerTypeLocal "hd_warning"; "bombmarker_%1" setMarkerColorLocal "ColorRed"; "bombmarker_%1" setMarkerTextLocal "bomb";', iedcounter]; _counter = _counter + 1; iedcounter = iedcounter + 1; }; guess i should have thought of that beforehand. thank you for quick, proper answer :) Share this post Link to post Share on other sites
mantls 2 Posted June 5, 2013 Dont Delete this line though iedcounter = iedcounter + 1; God, i have to clean this Code up. Share this post Link to post Share on other sites
Esro 10 Posted June 13, 2013 I dont understand how to use your script can you explain me more ? I do a Marker Center in my map editor after I do a trigger with in on act null = ["Center", 7, 3, 1] execVM "IED\ied.sqf"; I do write init in my init sqf mission When i launch preview it doesnt work ! Do you have a video tutorial ? Share this post Link to post Share on other sites
mantls 2 Posted June 13, 2013 If you have the newest Version then call it like this null = ["markername", 7, 3,"West", 1] execVM "IED\ied.sqf"; However, it might also be the range of 3 meters. If the script cant find any postions in this fairly small radius then it's not able to place IEDs. For Debug purposes set it higher to like 500-1000. null = ["markername", 7, 1000,"West", 1] execVM "IED\ied.sqf"; Share this post Link to post Share on other sites
1stLtHunter 10 Posted June 16, 2013 (edited) Having a problem with the disarm part of the script.. I have a toolkit and clean up set to 1 , when i approach the potential IED slow and mousewheel over the item I don't get an action to disarm. I figured it wasnt an IED so i ran to the other side and BOOM lol.. any ideas? Edited June 17, 2013 by 1stLtHunter typo Share this post Link to post Share on other sites
mantls 2 Posted June 16, 2013 I'm Not at home atm but If you could Post your scripts/how you call it and which Version you're using then i might be able to help you, wont be around from monday to friday. Share this post Link to post Share on other sites
1stLtHunter 10 Posted June 16, 2013 Im using the latest download from the link (4 days) and calling the script inside my Init.sqf with //IED INIT null = ["ied1", 7, 500,"West", 1] execVM "IED\ied.sqf"; null = ["ied2", 7, 500,"West", 1] execVM "IED\ied.sqf"; null = ["ied3", 7, 500,"West", 1] execVM "IED\ied.sqf"; null = ["ied4", 7, 500,"West", 1] execVM "IED\ied.sqf"; null = ["ied5", 7, 500,"West", 1] execVM "IED\ied.sqf"; Share this post Link to post Share on other sites
Esro 10 Posted June 18, 2013 Guy if you can do a video tutorial its better because we are 8 players for try your script but no one can use it . . . I create a marker center I copy IED in my mission When i launch the script in my mission with null = . . . . . Error line 31 in IED.sqf I try many other solution and we can try your script Share this post Link to post Share on other sites
pawelkpl 29 Posted June 18, 2013 (edited) Guy if you can do a video tutorial its better because we are 8 players for try your script but no one can use it . . .I create a marker center I copy IED in my mission When i launch the script in my mission with null = . . . . . Error line 31 in IED.sqf I try many other solution and we can try your script Try: 1. Create folder IED in your mission folder . 2. Copy two files into IED folder you created: disarm.sqf, ied.sqf 3. in the main folder of your mission u should have init.sqf 4. copy all content from init.sqf file that comes with script into your original init.sqf file 5. in init.sqf file add: null = ["center", 12, 5000, WEST , 1] execVM "IED\ied.sqf"; (center is a marker named: center in mission editor so u have to create one) 6. you should have 12 bombs across the map * To Creator of the script: Is there any chance to add some enemies after IED is detonated (like ambush script) ? or separate ambush script ? , regards, pawel Edited June 18, 2013 by PawelKPL Share this post Link to post Share on other sites
mantls 2 Posted June 21, 2013 Try:1. Create folder IED in your mission folder . 2. Copy two files into IED folder you created: disarm.sqf, ied.sqf 3. in the main folder of your mission u should have init.sqf 4. copy all content from init.sqf file that comes with script into your original init.sqf file 5. in init.sqf file add: null = ["center", 12, 5000, WEST , 1] execVM "IED\ied.sqf"; (center is a marker named: center in mission editor so u have to create one) 6. you should have 12 bombs across the map * To Creator of the script: Is there any chance to add some enemies after IED is detonated (like ambush script) ? or separate ambush script ? , regards, pawel Hey, back^^ Of course, you can call pretty much every script you want in the Trigger. A simple example would be: if (_force >= 0 && _force < 33) then { call compile format [' t_%1 = createTrigger ["EmptyDetector", _iedpos]; t_%1 setTriggerArea [8,8,0,true]; t_%1 setTriggerActivation [_side,"PRESENT",false]; t_%1 setTriggerStatements ["this && {speed _x >= 4.8} foreach thislist && {((position _x) select 2) < 3} foreach thislist && (alive ied_%1)","""M_Mo_82mm_AT_LG"" createVehicle %2;""M_Mo_82mm_AT_LG"" createVehicle %2;[u][color="#FF0000"][%2] execVM ""ambush.sqf"";[/color][/u] deletevehicle ied_%1",""]; ', iedcounter, _iedpos]; }; if (_force >= 33 && _force < 70) then { call compile format [' t_%1 = createTrigger ["EmptyDetector", _iedpos]; t_%1 setTriggerArea [8,8,0,true]; t_%1 setTriggerActivation [_side,"PRESENT",false]; t_%1 setTriggerStatements ["this && {speed _x >= 4.8} foreach thislist && {((position _x) select 2) < 3} foreach thislist && (alive ied_%1)","""M_Mo_82mm_AT_LG"" createVehicle %2;""M_Mo_82mm_AT_LG"" createVehicle %2;""M_Mo_82mm_AT_LG"" createVehicle %2;[color="#FF0000"][u][%2] execVM ""ambush.sqf"";[/u][/color] deletevehicle ied_%1",""]; ', iedcounter, _iedpos]; }; if (_force >= 70 && _force <= 100) then { call compile format [' t_%1 = createTrigger ["EmptyDetector", _iedpos]; t_%1 setTriggerArea [8,8,0,true]; t_%1 setTriggerActivation [_side,"PRESENT",false]; t_%1 setTriggerStatements ["this && {speed _x >= 4.8} foreach thislist && {((position _x) select 2) < 3} foreach thislist && (alive ied_%1)","""M_Mo_82mm_AT_LG"" createVehicle %2;""M_Mo_82mm_AT_LG"" createVehicle %2;""M_Mo_82mm_AT_LG"" createVehicle %2;""M_Mo_82mm_AT_LG"" createVehicle %2;""M_Mo_82mm_AT_LG"" createVehicle %2;""M_Mo_82mm_AT_LG"" createVehicle %2;[color="#FF0000"][u][%2] execVM ""ambush.sqf"";[/u][/color] deletevehicle ied_%1",""]; ', iedcounter, _iedpos]; }; Ambush.sqf if (!isServer) exitwith {}; _chance = random 100; if (_chance > 75) then { _center = _this select 0; _dir = random 360; _range = 360; _range2 = 200; _spawn = [(_center select 0) + (sin _dir) * _range, (_center select 1) + (cos _dir) * _range, 0]; _spawn2 = [(_center select 0) + (sin _dir) * _range2, (_center select 1) + (cos _dir) * _range2, 0]; _grp = [_spawn, East, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfSquad"),[],[],[0.25,0.4]] call BIS_fnc_spawnGroup; sleep 0.1; _wp = _grp addWaypoint [_center, 5]; _wp setWaypointSpeed "FULL"; _wp setWaypointFormation "DIAMOND"; _wp setWaypointType "SAD"; }; if (_chance < 75) exitwith {}; cheers. Share this post Link to post Share on other sites
pokertour 30 Posted June 26, 2013 nice script ! but i can't disarm the IED no addAction spawn =/ Share this post Link to post Share on other sites
mantls 2 Posted June 27, 2013 make sure you dont forget to define the functions in the init.sqf and make sure you have the Disarm.sqf and ied.sqf in the \IED\... folder Share this post Link to post Share on other sites
pokertour 30 Posted June 27, 2013 I have this. All work fully just this Disarm Share this post Link to post Share on other sites
lynoo 10 Posted June 27, 2013 nice script ! but i can't disarm the IED no addAction spawn =/ Same problem for me, triple checked init.sqf. After second joining got error in line: _unit addAction ["Disarm", "IED\Disarm.sqf", ( _b), 0, false, true, "", "(_target distance _this) < 3"]; Share this post Link to post Share on other sites
mantls 2 Posted June 27, 2013 and what kind of Error was it? Share this post Link to post Share on other sites
Johnson11B2P 3 Posted July 9, 2013 Is it normal for the IED's not to blow up inside the editor? Share this post Link to post Share on other sites
hajimoto 10 Posted July 9, 2013 I added this script and it created the IED's which were random but they never detonated. Did the release of 0.70.106872 break this script? Share this post Link to post Share on other sites
Johnson11B2P 3 Posted July 9, 2013 (edited) I am in the same situation as ^^ ---------------------------------- With some beta testing of my own I can say that the condition to set off the IED's aren't being met. Edited July 9, 2013 by Johnson11B2P Share this post Link to post Share on other sites
mantls 2 Posted July 9, 2013 I have just tested it with the latest version (check first post, Dropbox). could you post your init.sqf aswell as the script in which you call the Ieds? Share this post Link to post Share on other sites
Johnson11B2P 3 Posted July 9, 2013 /* * IED parameters */ null = ["ied", 4,600,WEST, 1] execVM "IED\ied.sqf"; null = ["ied2", 4,800,WEST, 1] execVM "IED\ied.sqf"; iedcounter = 0; Disarm = { _unit = _this select 0; _b = _this select 1; _unit addAction ["Disarm", "IED\Disarm.sqf", ( _b), 0, false, true, "", "(_target distance _this) < 3"]; }; removeAct = { _unit = _this select 0; _unit removeaction 0; }; Share this post Link to post Share on other sites
mantls 2 Posted July 9, 2013 (edited) Haha :D Your only Problem is that the side has to be a side (not string :D). It is "West" instead of just West. and maybe put the script calls below the functions, just to make sure. Edited July 9, 2013 by mantls Share this post Link to post Share on other sites
hajimoto 10 Posted July 9, 2013 Haha :DYour only Problem is that the side has to be a string. It is "West" instead of just West. and maybe put the script calls below the functions, just to make sure. That solved my issue! I followed the format literally in the init.sqf which is: //null = ["markername", amount, distance,side, cleanup(0 or 1)] execVM "IED\ied.sqf"; Thank you for the resolve :D Share this post Link to post Share on other sites
kylania 568 Posted July 9, 2013 Your only Problem is that the side has to be a string. But.. but.. a side is a Side, it's not a String. Why confuse people? :) Share this post Link to post Share on other sites
mantls 2 Posted July 9, 2013 But.. but.. a side is a Side, it's not a String. Why confuse people? :) everyhing in Quotes is a string to me... :D not really. But yeah you're right. ^^ Share this post Link to post Share on other sites