brians200 51 Posted January 13, 2014 Version 1.3 You can now reference places in the game without making markers or having to define them. Hat tip to KevsnoTrev for pointing me to the config. Added a safeZone section to the settings. Randomly created IEDs will not spawn in here, but specific ones will. Large safeZones and lots of safeZones will slow down the initialization. Share this post Link to post Share on other sites
Guest Posted January 14, 2014 New version frontpaged on the Armaholic homepage. Randomly generated roadside IED's v1.3 ================================================ We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
SOFTACT 10 Posted January 15, 2014 Hey brians, Using A3MP map pack here, Wanted to make takastan ied filled, like ur altis sample is. Is there anyway to make a global marker, for it randomly spawns on all roads? If so, could u explain on how to do this? For now i can only get it spawn in major towns. Thanks! -SOF- Tactical Realism Share this post Link to post Share on other sites
jcae2798 132 Posted January 15, 2014 (edited) I'm having some issues hoping to get some help. I assume the latest version we now us "IED_Settings" I go down the the iedArray section and remove all the examples that are there. When i do that none of my markers seems to work. I've played around so much and its so random. When i take some of them out is when it seems to create issues. So here's an example of what i have now that is not working: iedArray = [ ["johnied",West], ["bombrad2",3,"West"], ["bombrad1",2,"West"] ]; It seems to ignore all marks and the sync doesn't create anything... Am i doing something wrong? BTW i am new to this so please bare with me. Thanks ---------- Post added at 13:15 ---------- Previous post was at 13:07 ---------- Also another quick question, can we use these IED effects in a object built into the editor? For example, if i place down a wrecked car, can i use a code to use that existing object rather then having a marker create a new object? Thanks Edited January 15, 2014 by JCae2798 Share this post Link to post Share on other sites
brians200 51 Posted January 15, 2014 SOFTACT said: Hey brians,Using A3MP map pack here, Wanted to make takastan ied filled, like ur altis sample is. Is there anyway to make a global marker, for it randomly spawns on all roads? If so, could u explain on how to do this? For now i can only get it spawn in major towns. Thanks! -SOF- Tactical Realism If you want to have all the roads as valid places, you can place a marker in the middle of the map and give it a radius that is the size of the map. I must warn you that this can take a couple of minutes, as it can take a while to find all the roads using the nearRoads command. That is why I broke it up into 16 different spots on Altis, as it is a lot faster to find smaller sections in parallel. So you can place a bunch of smaller markers or you can figure out their locations and create predefined locations, like I did. Only take the time to do the latter if you are planning using it on multiple maps. Maybe you can post them for others to use as well. Here is an example of how I did the Altis ones. http://i.imgur.com/KKaqy8N.jpg. Then, when you are previewing the mission, you can see where the marker's location is using hint format["%1", getMarkerPos "markerName"]; in the debug console. If you want more than just major cities, you can also use the "AllVillages" and "AllLocals" keywords as well. The "All" keyword combines all three. You will have to check the config of Takistan to see what places those actually correspond to. If somebody knows how to pull the list of roads out of the config file, I could probably make this a lot faster. JCae2798 said: I'm having some issues hoping to get some help. I assume the latest version we now us "IED_Settings" I go down the the iedArray section and remove all the examples that are there. When i do that none of my markers seems to work. I've played around so much and its so random. When i take some of them out is when it seems to create issues.So here's an example of what i have now that is not working: iedArray = [ ["johnied",West], ["bombrad2",3,"West"], ["bombrad1",2,"West"] ]; It seems to ignore all marks and the sync doesn't create anything... Am i doing something wrong? BTW i am new to this so please bare with me. Thanks ---------- Post added at 13:15 ---------- Previous post was at 13:07 ---------- Also another quick question, can we use these IED effects in a object built into the editor? For example, if i place down a wrecked car, can i use a code to use that existing object rather then having a marker create a new object? Thanks You are correct about editing Ied_Settings.sqf. The first thing I would try is turn on debug mode (towards the top of that file) and see if it really isn't working. This will mark all the IEDs on the map for the server. It will also spew a bunch of text out in the console as it synchs them. If they aren't showing up, did actually create a marker or predefine a location called "johnied" or "bombrad2" or "bombrad1" ? As for your other question, That would be pretty hard to do. You could create a trigger on that object and strip out the parts of my code that do the detecting and the exploding, and remove the parts that generate other stuff. However, you would have to have to manage the synchronization, hit detection, disarming, and JIP yourself. Share this post Link to post Share on other sites
jcae2798 132 Posted January 15, 2014 Thanks Brian for the reply. Yes i created one marker sized 1x1 named johnied, and then 2 boxed markers named bombrad2 and 1. The weird thing is if i leave most of the default examples you have in the file and add my markers, it works just fine. But if i remove your examples and try just to add my custom markers, it kills the script. The debug is on, no markers show on the map, and the sync message shows but no IED were synced/created... Any ideas please let me know. Thanks! Share this post Link to post Share on other sites
brians200 51 Posted January 15, 2014 Can you send me your mission? Share this post Link to post Share on other sites
jcae2798 132 Posted January 15, 2014 This is so weird....i was getting ready to send you the files and i tested it again and now seems to be working. I did delete the files and start over some maybe that did it. Either way i'll keep you posted. Thanks! Share this post Link to post Share on other sites
brians200 51 Posted January 18, 2014 I have added a video tutorial to the front post if anybody is still having problems. 1 Share this post Link to post Share on other sites
KevsNoTrev 44 Posted January 18, 2014 (edited) Is there a global variable that holds all IED's in a marker or town area? I would like to use this to complete a task in a mission. but it is hard to know if just a few IED's are disarmed. I could help find a way of figuring this out if needed. thanks. Edited January 18, 2014 by KevsnoTrev oops drunk speak! Share this post Link to post Share on other sites
baloo666 10 Posted January 18, 2014 Great epic work!!!! and biggest thanks to Brians200 for bothering porting this to arma 3 much pro m8. Share this post Link to post Share on other sites
brians200 51 Posted January 19, 2014 KevsnoTrev said: Is there a global variable that holds all IED's in a marker or town area?I would like to use this to complete a task in a mission. but it is hard to know if just a few IED's are disarmed. I could help find a way of figuring this out if needed. thanks. Hello, the IEDs are not currently associated with any marker or town. If you wanted to do something like that in the present form, you would have to know the numbers of the IEDs for each section. So if your first entry spawns 10 IEDs, then you would need to look at ieds 0 through 9. You can tell an IED has been disarmed if the trigger for it is gone, but the item itself is still there. All the triggers follow the naming convention of t_#. So the first one to spawn is t_0. You can use isNull to check if the trigger is still active. When an IED is set off, the actual item it was hiding in gets deleted as well. The items follow the naming convention of ied_#. You can use the isNull check on this as well to see if it is was set off. if (isNull t_0 && isNull ied_0) == true, then the IED was set off if(isNull t_0 && not isNull ied_0) == true, then the IED was disarmed. Secondary IEDs have a fixed percentage chance of spawning after a real one goes off. They are named secied_# and st_# accordingly. The number will be the same as the one that was set off. Hope this helps. If I get some more time in the future, I can maybe come up with something that will make it easier to do what you are wanting. baloo666 said: Great epic work!!!! and biggest thanks to Brians200 for bothering porting this to arma 3 much pro m8. Thank you! Share this post Link to post Share on other sites
brians200 51 Posted January 20, 2014 Here you go KevsnoTrev Change Log: Version 1.4 The script now generates strings of code that you can use to check if an IED from a section has exploded The script now generates strings of code that you can use to check if ALL IEDs from a section have been disarmed Checking the status of a section of IEDs As of version 1.4, you can now use the auto generated strings to check if an IED from a section has gone off or if ALL IEDs from a section have been disarmed. For example, assume you started with these 2 towns iedArray = [ ["Gravia", 3, 8, "West" ], ["Lakka", 2, 8, "West" ] ]; If we want to check if any IED has been set off in Gravia, we can use the following. call compile (explodedSections select 0) If we want check if all the IEDS in Lakka have been disarmed, we can use the following. call compile (disarmedSections select 1) Share this post Link to post Share on other sites
KevsNoTrev 44 Posted January 20, 2014 Thanks Brian. I was going to use a heap of get and set variables but got stuck converting the string name to an object. Will have to give it a go when I finish work. Awesome job. Share this post Link to post Share on other sites
Guest Posted January 20, 2014 Updated version frontpaged on the Armaholic homepage. Randomly generated roadside IED's v1.4 ================================================ We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
kamaradski 10 Posted January 22, 2014 I'm going to give this a go looks real promising. Thanks for the hard work on this ! Quick question, is there a way to make IEDs explode for ALL factions ? Share this post Link to post Share on other sites
Ionaru 10 Posted January 22, 2014 The Takistani strike again!! Share this post Link to post Share on other sites
brians200 51 Posted January 22, 2014 kamaradski said: I'm going to give this a go looks real promising. Thanks for the hard work on this !Quick question, is there a way to make IEDs explode for ALL factions ? Not in the current implementation. I am using the default side behavior for the triggers, so these are the only valid sides. http://community.bistudio.com/wiki/side When I get a break from school, I may work on adding that. Share this post Link to post Share on other sites
kamaradski 10 Posted January 23, 2014 brians200 said: Not in the current implementation. I am using the default side behavior for the triggers, so these are the only valid sides. http://community.bistudio.com/wiki/sideWhen I get a break from school, I may work on adding that. Cheers for the reply. For now i will prolly just use GUER since that faction is not active in my mission. And i might play with: "LOGIC", "ENEMY", "AMBIENT LIFE", "UNKNOWN" Maybe one of those will do exactly what i need...? Have the basic implementation finished now experimenting with the setup and fine tuning. Looking forward to one of your pre-announced update where i can select small or heavy IED's per marker. Would be awesome to have the towns full of small IED's and the heavier stuff out on the countryside :) Share this post Link to post Share on other sites
brians200 51 Posted January 23, 2014 kamaradski said: Cheers for the reply. For now i will prolly just use GUER since that faction is not active in my mission.And i might play with: "LOGIC", "ENEMY", "AMBIENT LIFE", "UNKNOWN" Maybe one of those will do exactly what i need...? Have the basic implementation finished now experimenting with the setup and fine tuning. Looking forward to one of your pre-announced update where i can select small or heavy IED's per marker. Would be awesome to have the towns full of small IED's and the heavier stuff out on the countryside :) Using GUER means that only guerilla forces will set it off. Hmm.. let me see if I can quickly make something for multiple sides tonight. As far as the percentages, that is a global option. For now at least. Share this post Link to post Share on other sites
kamaradski 10 Posted January 23, 2014 brians200 said: Using GUER means that only guerilla forces will set it off. Hmm.. let me see if I can quickly make something for multiple sides tonight.As far as the percentages, that is a global option. For now at least. Basically i would be using it in a PvP mission red vs Blue. At the moment i'm spawning everything twice, adding overhead, but still gives sort of desired effect of danger for both parties. while keeping civ alive. Share this post Link to post Share on other sites
brians200 51 Posted January 23, 2014 (edited) Let me know if you find any problems. Change Log: Version 1.5 Multiple sides can now set off IEDs In an attempt to overcome the inaccurate reporting of speed in the game, players crawling will not be able to set it off, even if the game inaccurately reports them going over the max speed. The side can be a single side, or an array of sides Ex. "West" or ["West,"East"] http://community.bistudio.com/wiki/side Edited January 23, 2014 by brians200 Share this post Link to post Share on other sites
Guest Posted January 23, 2014 Updated version frontpaged on the Armaholic homepage. Randomly generated roadside IED's v1.5 ================================================ We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
lba5335 10 Posted January 23, 2014 Im not good with scripts/code and Im trying to use this in the DUWS that i like to play. Is there a way you could walk me through how to do this? Ive done what you posted by putting it into the init.sqf but its still not showing up in my game Share this post Link to post Share on other sites
brians200 51 Posted January 24, 2014 @Foxhound, cheers! lba5335 said: Im not good with scripts/code and Im trying to use this in the DUWS that i like to play. Is there a way you could walk me through how to do this? Ive done what you posted by putting it into the init.sqf but its still not showing up in my game First, follow the tutorial video on the front page. If you are still having problems, you will need to be more specific. Share this post Link to post Share on other sites