R3vo 2654 Posted February 17, 2016 Mine Detector by Revo Controls:CBA: (CBA only)- CTRL + F5: Turn on detector- CTRL + F6: Turn off detector- CTRL + F7: Flace flag- CTRL + F8: Insert new battery- CTRL + F9: Delete mine markersACE: (CBA & ACE)- All actions can be accessed via the ace self interaction menuFeatures:- 2D display, which shows all information- Detects mines in front of the player within a given radius and sector- Displays bearing & distance to the nearest mine- Beeps if player detects a mine, beep interval depends on distance to the mine and direction- Player can place a flag to warn other units (Flag item has to be present in inventory)- Placing a flag will create a local marker- Mine markers can be removed- Detector can run out of juice - Simple Showcase mission available in the showcase menu- All settings are customizeable via a module- All functions integrated into the ACE interaction menu (optional) - Mp compatible - English and German translation - Detects ACE & Alive Mod mines Custom Items:- Ammobox ( Mine Detector Equipment)- Contains flags, batteries and batteries(empty)"Revo_mD_battery";"Revo_mD_batteryEmpty";"Revo_mD_Flag"; Usage: In order to use all functions of the mod, make sure it also runs on your server. All units which have a mine detector on mission start will automatically have the CBA or ACE option to enable the detector, place flags etc. Additionally but completely optional, you can place the "Mine Detector Settings" module, found in the module section of the editor in the category "Mine Detector". The module will give you the ability to configure the system to your liking e.g, range, size of sector etc. Be aware that the module doesn't need to be synced to any unit, even if it has an option for that. Thanks to: - The CBA and ACE team for the awesome framework- All the folks who answered my questions in the BIS Forums Download: Workshop Armaholic PlayWithSix 4 Share this post Link to post Share on other sites
Xorpane 35 Posted February 17, 2016 Great! Thanks! Im checking it today Greetings Xorpane Share this post Link to post Share on other sites
Guest Posted February 17, 2016 Thanks for sending us the updated version :) Release frontpaged on the Armaholic homepage. Revo's Mine Detector v1.10.7 Community Base addons A3 ** Armaholic now supports authors with donation button/links. When you have any donation/support links please contact me! Share this post Link to post Share on other sites
R3vo 2654 Posted February 17, 2016 Thanks foxhound, you even included the information and picture from the Workshop link. Share this post Link to post Share on other sites
loopdk 92 Posted February 17, 2016 CAnt make it wotk.... i got the modul in and a mine dector in my backpak dont get eny ace options like the picture Share this post Link to post Share on other sites
loopdk 92 Posted February 17, 2016 This the way i am putting it up https://youtu.be/qOB_pUrJOE4 Share this post Link to post Share on other sites
kwinno 34 Posted February 17, 2016 Not a coder myself but i think you can solve the not adding in Zeus by adding cfgPatches class CfgPatches { class RevoMineDetector //Class you want to have other classes call to { units[] = {}; weapons[] = {"Revo_mD_battery","Revo_mD_flag","Revo_mD_batteryEmpty"}; //add your different objects here (not sure why you would want an empty battery though :) ) requiredVersion = 0.1; requiredAddons[] = {"cba_main"}; }; }; Now please don't beat me if this is wrong, i'm still testing and trying myself but i hope you can get it to work Share this post Link to post Share on other sites
R3vo 2654 Posted February 17, 2016 Not a coder myself but i think you can solve the not adding in Zeus by adding cfgPatches class CfgPatches { class RevoMineDetector //Class you want to have other classes call to { units[] = {}; weapons[] = {"Revo_mD_battery","Revo_mD_flag","Revo_mD_batteryEmpty"}; //add your different objects here (not sure why you would want an empty battery though :) ) requiredVersion = 0.1; requiredAddons[] = {"cba_main"}; }; }; Now please don't beat me if this is wrong, i'm still testing and trying myself but i hope you can get it to work Thanks for the info, but I've done that already and it doesn't work ;) This the way i am putting it up https://youtu.be/qOB_pUrJOE4 I'll look into it, thanks for the feedback. Share this post Link to post Share on other sites
TheConen 78 Posted February 17, 2016 Hey dude, that looks awesome. Have you considered integrating it directly into ACE? Share this post Link to post Share on other sites
neodyn 14 Posted February 18, 2016 Hey ! It would be great, if your Mine Detector would also be able to detect ALIVE IED's. Could you please implement this feature? The classnames for Road IED: ALIVE_IEDUrbanSmall_Remote_Ammo,ALIVE_IEDLandSmall_Remote_Ammo,ALIVE_IEDUrbanBig_Remote_Ammo,ALIVE_IEDLandBig_Remote_Ammo Urban IED: ALIVE_IEDUrbanSmall_Remote_Ammo,ALIVE_IEDUrbanBig_Remote_Ammo,Land_JunkPile_F,Land_GarbageContainer_closed_F,Land_GarbageBags_F,Land_Tyres_F,Land_GarbagePallet_F,Land_Basket_F,Land_Sack_F,Land_Sacks_goods_F,Land_Sacks_heap_F,Land_BarrelTrash_F Thank you! Share this post Link to post Share on other sites
R3vo 2654 Posted February 18, 2016 I'll see what I can do ;) Share this post Link to post Share on other sites
jone_kone 158 Posted February 18, 2016 Awesome! Any chance for a handheld mine detector object? :) Share this post Link to post Share on other sites
R3vo 2654 Posted February 18, 2016 Awesome! Any chance for a handheld mine detector object? :) Probably not. I tried something along those lines and it looks rediculous. It would need proper anymations for prone, crouch etc.. 1 Share this post Link to post Share on other sites
R3vo 2654 Posted February 18, 2016 Update 1.10.8 Changelog:- Some renaming- Fixed detector would not work in mp scneario (hosted only)- Added support for alive explosives (check out module setting)- Improve some parts of the code Download: Workshop version is up to date, armaholic will follow soon. Share this post Link to post Share on other sites
Guest Posted February 18, 2016 Thanks for sending us the updated version again :) Release frontpaged on the Armaholic homepage. Revo's Mine Detector v1.10.8 Community Base addons A3 ** Armaholic now supports authors with donation button/links. When you have any donation/support links please contact me! Share this post Link to post Share on other sites
neodyn 14 Posted February 18, 2016 Update 1.10.8 Changelog: - Added support for alive explosives (check out module setting) Great thank you. I'll test it later. I've tested it. And it works also great with ALIVE IED. But one small issue. If you disarm an IED via ALIVE menu (scroll mouseweel "Disarm IED"), the detector is beeping like the IED is armed. Is that so desired? Share this post Link to post Share on other sites
R3vo 2654 Posted February 18, 2016 Great thank you. I'll test it later. I've tested it. And it works also great with ALIVE IED. But one small issue. If you disarm an IED via ALIVE menu (scroll mouseweel "Disarm IED"), the detector is beeping like the IED is armed. Is that so desired? Well, how should the detector know the mine is unarmed? I can definitely write it on my todo list, though. Btw: For all others, there is currently a small issue with ACE mines, they are not being detected. The issue is already fixed in my version, but I don't wanna release an update daily :P Share this post Link to post Share on other sites
R3vo 2654 Posted February 18, 2016 I actually didn't want to host the file myself anymore since it creates additional work. However, check out the first post, I added a temporary dropbox link. Share this post Link to post Share on other sites
R3vo 2654 Posted February 18, 2016 It worked for me at first try ;) Share this post Link to post Share on other sites
SpicyWiener 1 Posted February 18, 2016 Hey R3vo,thanks for the Mod. Unfortunately i can't detect the cans - "Land_Can_Dented_F"- "Land_Can_V3_F"- "Land_Can_V2_F"- "Land_Can_V1_F"- "Land_Can_Rusty_F" Do you know a solution for this problem? Share this post Link to post Share on other sites
Belbo 462 Posted February 18, 2016 Isn't that what a mine detector does? Detect the metal in the mine? ;) I find it awesome that this thing detects other metal items as well. :D #edit: Sorry, I read it could detect the cans. Nevermind then. ;) Share this post Link to post Share on other sites
R3vo 2654 Posted February 18, 2016 Hey R3vo, thanks for the Mod. Unfortunately i can't detect the cans - "Land_Can_Dented_F" - "Land_Can_V3_F" - "Land_Can_V2_F" - "Land_Can_V1_F" - "Land_Can_Rusty_F" Do you know a solution for this problem? That's interesting, I've just tested it on host, dedicated and singleplayer and it worked fine. Does it the normal mines for you (not ace)? Share this post Link to post Share on other sites
SpicyWiener 1 Posted February 19, 2016 Hi R3vo,the detection of normal mines is no problem and works fine. Only the cans (placed with zeus and the editor) can't be detected. Everything tested in the editor and on a dedicated server. Share this post Link to post Share on other sites
neodyn 14 Posted February 19, 2016 Well, how should the detector know the mine is unarmed? I can definitely write it on my todo list, though. Btw: For all others, there is currently a small issue with ACE mines, they are not being detected. The issue is already fixed in my version, but I don't wanna release an update daily :P You are right! Also defused IED remains an IED. Great work! Share this post Link to post Share on other sites
R3vo 2654 Posted February 19, 2016 Hi R3vo, the detection of normal mines is no problem and works fine. Only the cans (placed with zeus and the editor) can't be detected. Everything tested in the editor and on a dedicated server. That's odd, I have no clue atm why that isn't working for you. I'll do some further research. Share this post Link to post Share on other sites