serjames 357 Posted June 20, 2014 brians200 Sad to hear you won't be developing it any-more... it's been really good fun for me to use and impliment and LOTS of fun seeing people blown up !! lol I hope someone as smart as you picks it up and can keep up the good work !! p.s. Good luck with the job... sounds exciting ! Share this post Link to post Share on other sites
Beanath 10 Posted June 24, 2014 can anyone tell me how i can remove these Markers from the map? So nobody should see where the IED is? thx Share this post Link to post Share on other sites
brians200 51 Posted June 25, 2014 Hello, Make sure you set these two variables to the following in Ied_Settings.sqf EPD_IED_debug = false; hideIedSectionMarkers = true; Share this post Link to post Share on other sites
onedigita 17 Posted June 26, 2014 Hey all, Question. How would I make it so the markets that pop up dont exaclty pinpoint an ied but rather give a general idea to where and ied has been reported? is it possible to have a random ied drop a marker saying Possible IED reported in area and creates a side mission to go disarm it, giving you a time to complete it in or you intel on it disapears and maybe 20 minutes later a different ied pops? Cheers Share this post Link to post Share on other sites
brians200 51 Posted June 27, 2014 The markers that show you exactly where the ieds are are only show to the player that passes the isServer check (The dedicated host box or the player running the server). Additionally, they only show up if you are using debug mode, (EPD_IED_debug = true; in Ied_Settings.sqf) The script will only hide your original ied area marker if this variable is set to true, so you can easily make that marker while creating the mission and it will stay there. hideIedSectionMarkers = true; The script also allows you to create and delete ieds during the mission, so you can easily implement what you wanted. Share this post Link to post Share on other sites
mordeaniischaos 3 Posted July 4, 2014 Is there a way to modify this script to not use roads, but buildings? I'm using FSF Duyia (probably butchered the spelling) and it doesn't have any roads... lol. Share this post Link to post Share on other sites
brians200 51 Posted July 4, 2014 You sure can. You would need to rewrite this function to return a place by a building instead. https://github.com/Brians200/EPD-IED/blob/master/EPD/IED/CreationAuxiliaryFunctions.sqf#L41 Finding buildings is the easy part. Figuring out if the point you created is inside or outside of it is the hard part... Share this post Link to post Share on other sites
Daantjeeuh 10 Posted July 21, 2014 Right now you can use all these different objects as IED's, but I really want to use actual mines for some of my missions while still keeping the insane and awesome effect that this script offers. I tried replacing the objects array with an array of explosives, but obviously that didn't work. Is there a way this can be implemented? Share this post Link to post Share on other sites
brians200 51 Posted July 25, 2014 Right now, the script uses createVehicle to create the objects, so that is why mine type objects don't work. You could try using createMine? I will warn you though, you will have 2 disarm options, one being the ied and one being the default in the game. Last time I tried, the default one in the game would throw an error. It also will not deactivate the IED when you pick the default one as the script knows nothing about the objects. Share this post Link to post Share on other sites
gfresco 21 Posted August 9, 2014 Heres a question I can't figure out. I'd like to make a task where you have to disarm a certain number of IED's to complete it. I know have to script everything in the task but the IED conditions. How could I get a trigger to fire after say, two IED's are disarmed? Share this post Link to post Share on other sites
brians200 51 Posted August 9, 2014 See the "Checking the status of a section of IEDs" on the front page. You can retrieve how many ied's have been disarmed, how many have been blown up, and how many remain in an IED section. It is also briefly covered in the tutorial video here. Share this post Link to post Share on other sites
gfresco 21 Posted August 9, 2014 Oh don't I always feel like a total doofus when my question has been answered before. Thank you very much for pointing me in the right direction. Sometimes I get overwhelmed sifting through forums and miss stuff. Share this post Link to post Share on other sites
MANTIA 55 Posted August 17, 2014 Hey guys. I'm currently working on a mission where I'm trying to include the EPD script on a dedicated NFO server. Problem: IEDs (no IED marker on the debug) are showing on dedicated server (they are showing in editor preview) Things I've tried: -multiple missions including the template mission that comes with the EPD script download -disabled all mods on server Share this post Link to post Share on other sites
brians200 51 Posted August 17, 2014 The debug markers only show up to the person who passes the isServer check, which is nobody on a dedicated mission. Using the debug console, type "iedDictionary" into one of the fields. If a bunch of random text appears, it is working. Share this post Link to post Share on other sites
MANTIA 55 Posted August 17, 2014 The debug markers only show up to the person who passes the isServer check, which is nobody on a dedicated mission. Using the debug console, type "iedDictionary" into one of the fields. If a bunch of random text appears, it is working. ah thanks a ton I'll give it a try Share this post Link to post Share on other sites
James Sullivan 5 Posted August 25, 2014 Since the last update of ArmA III, the models of IED are invisible, it's only for me or...? :( Share this post Link to post Share on other sites
brians200 51 Posted August 25, 2014 I just downloaded ArmA III to try this out, because you had me worried.. It still works for me. http://i.imgur.com/88IjFjp.jpg Share this post Link to post Share on other sites
Jackson Snow 10 Posted August 25, 2014 Since the last update of ArmA III, the models of IED are invisible, it's only for me or...? :( Are you using Alive? Because, for some reason, the latest version of Alive does something with anything which has "enablesimulation false", rendering it invisible. I'm not sure what or why, but it happened with my VAS box until I turned on simulation. The IEDs have simulation disabled also... Share this post Link to post Share on other sites
serjames 357 Posted August 25, 2014 Yes, ALiVE currently breaks this due to their new logistics script. However they're aware and working on a fix as far as I know. SJ Share this post Link to post Share on other sites
James Sullivan 5 Posted August 25, 2014 Yes i'm using ALiVE, sorry for the fear ! Hope they will fix this soon. :( Share this post Link to post Share on other sites
SD_BOB 10 Posted August 26, 2014 (edited) Has anyone tried using the IED objects in the zeus modules? I have managed to get the classname, well at least it should be:- "IEDLandBig_F" "IEDUrbanBig_F" "IEDLandSmall_F" "IEDUrbanSmall_F" None of these however appear if called with the IED script. Its a shame if these objects cannot be used, i think they would be ideal. Just to mention the above posts aswell, i'm not running ALiVE. Edited August 26, 2014 by Shadow.D. ^BOB^ Share this post Link to post Share on other sites
brians200 51 Posted August 29, 2014 If I remember correctly, they can only be created using the createmine command and not the createvehicle command, which this script uses. At one point, somebody was making ied models for this script, but I have not heard from him in some time. That being said, if somebody created some, they should work as long as they can be created using createvehicle. Share this post Link to post Share on other sites
SD_BOB 10 Posted August 29, 2014 That's a shame brians, hopefully something can be sorted in the future. Until we get a fully fledged IED mod, i just have to say thank you for this. It at least gets us half way there. P.S I'm assuming its out of the scope of the script, to remove all normal objects from the IED arrays and use just the IED objects, with createMine instead of createVehicle? Share this post Link to post Share on other sites
brians200 51 Posted August 29, 2014 It shouldn't be too hard to change it over, but there are some complications. The ieds have their own disarm option, so there will now be two disarm options. The built in one will not disable this script and vice versa. I don't know if it has been updated since I last tried, but the built in ieds threw script errors when you tried to disarm them. There is also the magic red triangle that will be drawn on them. The 2 object creation lines are here. https://github.com/Brians200/EPD-IED/blob/master/EPD/IED/CreationFunctions.sqf#L160 https://github.com/Brians200/EPD-IED/blob/master/EPD/IED/CreationFunctions.sqf#L214 I am not sure what else you would need to change without looking into it. You definitely won't be able to use normal objects anymore, at least not without some logic. That being said, I stopped working on this a while ago. http://forums.bistudio.com/showthread.php?170703-Randomly-generated-roadside-IEDs&p=2713536&viewfull=1#post2713536 Share this post Link to post Share on other sites
gfresco 21 Posted August 31, 2014 stupid queston but i cant figure it out how do i get independent units to trigger the ied's. Share this post Link to post Share on other sites