drunken officer 18 Posted June 11, 2015 Hello guys. I've reworked my IEDtoMine Addon. In the first version, you have to use a init, that a BIS IED working like a mine. Now i've add 4 new IED to the game. They are all working like mine. MagazineClassName: (to fill a box) DOF_IED1_MAG DOF_IED2_MAG DOF_IED3_MAG DOF_IED4_MAG AmmoClassName: (to spawn them) DOF_IED1_AMMO DOF_IED2_AMMO DOF_IED3_AMMO DOF_IED4_AMMO You can place them in the editor or spawn them. The BIS IEDs i didn't change. There are no other addons require. Download: https://www.dropbox.com/s/fcg92vv4lqart48/%40IEDtoMine.zip?dl=0 In this video i show you: - how to find in editor (IEDs are mine) - hoe to handle the BIS IED (they are remote bombs) - how to handle my IED class and the different to the BIS IEDs (my IEDs are mines) - Dammage on vehicles @Foxhount You released my IEDtoMine Addon Vers. 1 by Armaholic. Can you delete it and the "old" thread, because Version 2 is totally reworked. 1 Share this post Link to post Share on other sites
Guest Posted June 11, 2015 New version frontpaged on the Armaholic homepage. IEDtoMine Mod v2.0 ** we try to never delete pages if not necassary, in this case I simply updated the existing pages with version 2 and updated the info ;) ================================================ You are not registered on Armaholic, or at least not that we are aware of. Soon we offer the possibility to authors to maintain their own pages. If you wish to be able to do this as well please register on Armaholic and let me know about it. This is not mandatory at all! Only if you wish to control your own content you are welcome to join, otherwise we will continue to follow your work like we have always done ;) When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
jcae2798 132 Posted June 11, 2015 I havent tested this yet, but i love the idea. I've created a few missions where what i did was attach a AT Mine to t he IED from vanilla arma. Would it be OK if i used your scripts to do it instead? If it works of course what what i am hoping to do? All credits would be given of course. Thanks Share this post Link to post Share on other sites
drunken officer 18 Posted June 12, 2015 If you use my new IEDs (Version2), you dont need a script. The IEDs are own objects they working like a mine. Place the IED on map and feel happy, when it blow up. BUT in Vers1 was a init, because i got trouble with a arma weapon class. There was a script. Vers 2 is better for the performance, because the script from Vers 1 checked all the time, if some near to IED. And that for each IED. I think, use Vers 2 if you need IEDs they working like a mine Share this post Link to post Share on other sites
davidoss 551 Posted June 12, 2015 (edited) Hi. Check your private array .There are undefined variable making DOF ied disappear if you step over. Anyway is cool and useful script. But: You have set it to explode when any of playable units /switchable units are near. I think the better way is to set it to SIDE. Many players playing around with spawned/generated AI units. They are not in danger with this method. Any ideas how to make it in this way? Next is the (vehicle player) possibility. You should think about this. Edited June 12, 2015 by DaVIdoSS Share this post Link to post Share on other sites
drunken officer 18 Posted June 12, 2015 (edited) Thx for the info But if you use Version 2, dont set the INIT if you place the new IED class. You can select them in the editor. There is no script. They IED are inherit from APRES Mines. You can find the new IED class under the menu "mines". Then you have 4 new objects DOF_IED_Mine1 DOF_IED_Mine2 DOF_IED_Mine3 DOF_IED_Mine4 Edited June 12, 2015 by Drunken Officer Share this post Link to post Share on other sites
davidoss 551 Posted June 12, 2015 Like i sed cant use DOF ieds because 16:48:22 Error in expression <iten > 0 }; _granate = createVehicle [_granatentyp,[getPos _usbv select 0, get> 16:48:22 Error position: <_granatentyp,[getPos _usbv select 0, get> 16:48:22 Error Undefined Variable in expresion: _granatentyp 16:48:22 File IEDtoMine\scripte\dof_fnc_usbv.sqf, line 29 Share this post Link to post Share on other sites
drunken officer 18 Posted June 13, 2015 (edited) Okay, this message i never saw. And i know why. case "IEDUrbanBig_Remote_Ammo" : {_granatentyp = "Sh_82mm_AMOS"}; case "IEDLandBig_Remote_Ammo" : {_granatentyp = "R_230mm_fly"}; case "IEDUrbanSmall_Remote_Ammo" : {_granatentyp = "R_TBG32V_F"}; case "IEDLandSmall_Remote_Ammo" : {_granatentyp = "R_60mm_HE"}; The script searching for IEDLand .... But again, DONT use the INIT if you use the new IED class. The new IED Ammo classes are inherit from them, but they have anoher name. Check the video 09:00 min - ... In this part, i spawn the IEDs. And they dont need a script anymore Edit: I removed the INIT, because the init is not necessary with the new IED class. And i renamed the IED (stringtable in english/german) Edited June 13, 2015 by Drunken Officer Share this post Link to post Share on other sites
davidoss 551 Posted June 13, 2015 Well i have just enable your mod, put IED logic in editor, next some ieds on the ground. Without any init. Share this post Link to post Share on other sites
drunken officer 18 Posted June 13, 2015 (edited) No, you don't have to use the init-Logic!!! Just place the IED (new class) on map. But i informed Foxhound. With the next update, the init logic is removed edit: improve spelling Edited June 14, 2015 by Drunken Officer Share this post Link to post Share on other sites
Guest Posted June 13, 2015 Thanks for informing us about the new version :cool: New version frontpaged on the Armaholic homepage. IEDtoMine Mod v2.1 ================================================ You are not registered on Armaholic, or at least not that we are aware of. Soon we offer the possibility to authors to maintain their own pages. If you wish to be able to do this as well please register on Armaholic and let me know about it. This is not mandatory at all! Only if you wish to control your own content you are welcome to join, otherwise we will continue to follow your work like we have always done ;) When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
sonsalt6 105 Posted June 13, 2015 Updated mod v2.1 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites