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brians200

Randomly generated roadside IEDs

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wondering if someone could help me with an error im getting

Error in expression <loor random (_smallChance+_mediumChance+_largeChance);
if(r>_smallChance) then {>
 Error position: <_largeChance);
if(r>_smallChance) then {>
 Error Undefined variable in expression: _largechance
File C:\Users\Hellstorm77\Documents\Arma 3\missions\co50_Invade_&_Annex_65b_HELL02.Altis\EPD\IED\CreationAuxiliaryFunctions.sqf, line 104

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Is it supposed to work for independent faction? The IED will spawn but will not blow up if I set it up to independent. It works for BLUFOR on the same mission...

Here is what I use (I also tried with resistance):

iedInitialArray = [

["AllCities","Independent"],

["AllVillages","Independent"]

];

EDIT: Nevermind! You have to use GUER instead of Independent. It works.

Edited by Undead8

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Works like a charm so far, will post bugs if I find them,, as I will be adding this to my missions a lot.

Thanx brians200!

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Hi brians200!

I try to start IED area form script with an addAction and starting normally.

But if I try yo remove it with call REMOVE_IED_SECTION code, and than not working.

Any suggestion?

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The section names are randomly generated each time, so make sure you are using the correct section name.

This name is the return value when call the create function.

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Thanks brians200!

I just recognize the difference between the marker and sectionName, now is working fine :yay:

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I'm having a problem of players crashing out of a hosted server after an explosion. Our hunch is that its either due to the large amount of shrapnel it sends out or the particle effects. We are running blastcore - so its possible these crashes are related to your own particle additions and blastcore. Have you tried running with blastcore/had anyone else experience crashes after the larger explosions?

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We've been using this along with blastcore, blastcore tracers and both at the same time while running a good 15 other mods without any crashes. Sure, there is a nice FPS drop when a large one goes boom, but that stabilizes just a second or two later :)

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Arma has a maximum number of particles that can be rendered on the screen at a time. This number is determined by your graphics settings. If you go over this limit, it automatically deletes the oldest particles, so I highly doubt the particles are causing a problem.

If you believe the number of fragments are a problem, you can try lowering them. The numbers are in this section.

https://github.com/Brians200/EPD-IED/blob/master/EPD/IED/ExplosionFunctions.sqf#L67

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Hi Brians200,

Congrats on a great script.

I really want to use your script, but unfortunately I can't get it to work. The debug shows it isn't running.

I'm using an A3MP map and reading through the posts, it seems to be working fine for other people, so...(?) I installed it on my "test" map and it worked perfectly- just to make sure I wasn't going crazy and missing something during the install (plus I followed your latest tutorial vid- again, just to double check). This would be the only cfgfuctions within my description.ext I am at a loss? I can only guess that there might be a conflict with other scripts I'm running? I am running quite a number of scripts (which aren't within my test map...).

Any suggestions (I am happy to send you the .pbo). As much as I want to get this working within my mission, if its a hassle or won't work, I'll save your script for another mission :) Thanks.

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Can you send me your mission and links to download any mods you are trying to use?

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Brian

1. Im currently using your script, but i want to add certains ied's like small, medium or large or certain place by marker.

2. How do i change how slow and low the player have to be to be able to reach the ied without detonate it?

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1. I am not sure what you are asking. This script has always had the ability to handle markers.

/*********Marker size > 1**********************/
//["marker", amountToPlace, [fakeChance, smallIedChance, mediumIedChance, largeIedChance], side]
//["marker", iedsToPlace, fakesToPlace, side]
//["marker", amountToPlace, side]
//["marker", side]
/*********Marker size = 1**********************/
//["marker", side]
//["marker", chanceToBeReal, side]
//["marker", [fakeChance, smallIedChance, mediumIedChance, largeIedChance] , side]

Here is where the marker description starts in the tutorial.

2. You can change the values in this function. https://github.com/Brians200/EPD-IED/blob/master/EPD/IED/TriggerFunctions.sqf#L88

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1. I am not sure what you are asking. This script has always had the ability to handle markers.

Here is where the marker description starts in the tutorial.

2. You can change the values in this function. https://github.com/Brians200/EPD-IED/blob/master/EPD/IED/TriggerFunctions.sqf#L88

Thank you! first of i dident understand the marker system you set up, thanks for the video.

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You may have not intended to use your script with vehicles in the pool, but I think I found a bug..

If you get into the vehicle, your screen goes to black, and that will not correct itself till you respawn or reconnect.

Have you thought about adding vehicles to the cause ?

an idea would be to lock it somehow on spawn.

Send a call to see if it is locked and if not lock it maybe ?.

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Hello, great script and easy to use. I've got it down relatively well, but obviously not down enough. I've got the script working with every WEST unit, mods included. But, for whatever reason I cannot for the life of me get it so CIV's set IED's off. I'm pretty sure I have it correct, but here is how I have it in the IED Settings.

iedInitialArray = [

["AllCities","West", "CIV"],

["AllVillages","West", "CIV"]

];

What am I doing wrong? I've tried a number of things, all of which still allows the West side to set off IED's but not the Civilians. Maybe it's the method I'm testing the IED's to be set off? I'm using convoys through MCC, Civilian convoys with regular offroads. With that said, it doesn't make sense either because I tested using West convoys and they set off IED's still. I should also note that I'm using A3MP, on Takistan. All of which, once again work completely fine except for Civilians. Any help would be much appreciated.

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You may have not intended to use your script with vehicles in the pool, but I think I found a bug..

If you get into the vehicle, your screen goes to black, and that will not correct itself till you respawn or reconnect.

Have you thought about adding vehicles to the cause ?

an idea would be to lock it somehow on spawn.

Send a call to see if it is locked and if not lock it maybe ?.

I didn't envision people using enterable vehicles. I set enableSimulation to false on every item, so that probably explains the black screen. I will run the lock command on them in a future version when I have time to work again.

Hello, great script and easy to use. I've got it down relatively well, but obviously not down enough. I've got the script working with every WEST unit, mods included. But, for whatever reason I cannot for the life of me get it so CIV's set IED's off. I'm pretty sure I have it correct, but here is how I have it in the IED Settings.

iedInitialArray = [

["AllCities","West", "CIV"],

["AllVillages","West", "CIV"]

];

What am I doing wrong? I've tried a number of things, all of which still allows the West side to set off IED's but not the Civilians. Maybe it's the method I'm testing the IED's to be set off? I'm using convoys through MCC, Civilian convoys with regular offroads. With that said, it doesn't make sense either because I tested using West convoys and they set off IED's still. I should also note that I'm using A3MP, on Takistan. All of which, once again work completely fine except for Civilians. Any help would be much appreciated.

Hello,

To specify multiple sides, you need to put them in an array.

["AllCities",["West", "CIV"]],

["AllVillages",["West", "CIV"]]

Let me know if you have any other problems.

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I didn't envision people using enterable vehicles. I set enableSimulation to false on every item, so that probably explains the black screen. I will run the lock command on them in a future version when I have time to work again.

Hello,

To specify multiple sides, you need to put them in an array.

["AllCities",["West", "CIV"]],

["AllVillages",["West", "CIV"]]

Let me know if you have any other problems.

Oh wow, I'm such a derp. Thank you so much, it works perfectly now. :D

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I didn't envision people using enterable vehicles. I set enableSimulation to false on every item, so that probably explains the black screen. I will run the lock command on them in a future version when I have time to work again.

Cool, can't wait for that update :D

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Couple of questions: does it works with any maps which have roads (ie Cherno from A3MP).

And if it possible to make it density based? Ie have selection from 1.0 to 10.0 which controls amount of IEDs on X km (just idea)

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It will work on any town that has properly defined roads that can be accessed with the nearRoads command. (It works on all the a3mp maps I tried)

Many of constructors for an ied section allow you to specify the number of ieds to create and the size, so you could easily do that yourself.

That being said, I will no longer be developing this script. I will keep my reasons for this short.

I have not played Arma in months.

I no longer have a dedicated server to test on.

My new job does not allow me to work on projects outside of work.

If anybody would like to pick this up or extend it, you have my blessings. I would be more than willing to help you get started and with ideas and possible implementations, however.

I will still answer questions and try to help people out if they have trouble getting the scripts into their missions, as always.

I would like to thank all the great scripters that came before me and helped me learn along the way and the community for making awesome missions using this script.

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That being said, I will no longer be developing this script. I will keep my reasons for this short.

I have not played Arma in months.

I no longer have a dedicated server to test on.

My new job does not allow me to work on projects outside of work.

If anybody would like to pick this up or extend it, you have my blessings. I would be more than willing to help you get started and with ideas and possible implementations, however.

I will still answer questions and try to help people out if they have trouble getting the scripts into their missions, as always.

I would like to thank all the great scripters that came before me and helped me learn along the way and the community for making awesome missions using this script.

That's a real shame. I always saw your progress as exactly how I would have liked my A2 IED system to work and look. I've followed this thread with interest and have always seen it, in a complimentary way, as a tiny weeny bit mine and you've done it justice. Thank you for your work.

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