SpicyWiener 1 Posted February 19, 2016 Hi R3vo, a short update. Now it works. I changed my version form pw6 to the armolic version. Maybe pw6 is buggy. Share this post Link to post Share on other sites
R3vo 2654 Posted February 19, 2016 Hi R3vo, a short update. Now it works. I changed my version form pw6 to the armolic version. Maybe pw6 is buggy. Ah thank god, because I couldn't find the bug :D Share this post Link to post Share on other sites
R3vo 2654 Posted February 21, 2016 Update 1.10.9 Changelog - added the ability to detect ace mines (Check out the module) - script improvements - lowered beeping volume to reduce sound artifacts - finalised the German translation Share this post Link to post Share on other sites
Guest Posted February 21, 2016 Thanks for the headsup about this update mate :) Release frontpaged on the Armaholic homepage. Revo's Mine Detector v1.10.9 Community Base addons A3 Share this post Link to post Share on other sites
Spoor 23 Posted February 21, 2016 @R3vo - thanks we going to use this in our missions. 1 Share this post Link to post Share on other sites
pit_1 14 Posted February 21, 2016 revo hi!The mod works great, good job.does not work when the player is in a vehicle, it would be interesting to be working well, some plan? Share this post Link to post Share on other sites
R3vo 2654 Posted February 21, 2016 revo hi! The mod works great, good job. does not work when the player is in a vehicle, it would be interesting to be working well, some plan? Thanks for the feedack. That the detector doesn't work in a vehicle is intended. Something I could maybe add to the module in the future, so mission editors have an option to enable it. 1 Share this post Link to post Share on other sites
INF_MIke64 53 Posted February 22, 2016 Hey R3Vo are you aware that PW6 is far out of date. Anything you can do about that? Share this post Link to post Share on other sites
R3vo 2654 Posted February 22, 2016 Hey R3Vo are you aware that PW6 is far out of date. Anything you can do about that? I've never told someone to upload it there... strange. Who do I need to contact? Share this post Link to post Share on other sites
INF_MIke64 53 Posted February 22, 2016 I've never told someone to upload it there... strange. Who do I need to contact? No idea thought it was yours :/ I Really like this mod most of the guys I play with would prefer a PWS version. I would be nice to have a physical object (launcher class maybe) to swipe around but I understand if its too much. Share this post Link to post Share on other sites
kecharles28 197 Posted February 23, 2016 Updated mod v1.10.7 available at withSIX. Download now by clicking: Hey Revo , you can upload updates or new mods to withSIX yourself now! Make your own promo page, get the power to release your work at your own point of choosing. To learn more, follow this guide. Share this post Link to post Share on other sites
Pictureclass 19 Posted February 24, 2016 Great job Revo. Finaly an exelent Metalldetector (I try to record the crying of my EOD's) ;) Share this post Link to post Share on other sites
AIF_Infantrymen 264 Posted February 26, 2016 great mod, as i old an Ex-EOD from a few realism units in the arma 2 ace days, this is great no more play craw along look for mine in first person and hopping you wont set one off, one thing i sported this the the display is a bit small and bit hard to read, is there any way you could add a way to zoom onto the center of your screen, a bit like if you go into the map and click the compass? Share this post Link to post Share on other sites
R3vo 2654 Posted February 26, 2016 great mod, as i old an Ex-EOD from a few realism units in the arma 2 ace days, this is great no more play craw along look for mine in first person and hopping you wont set one off, one thing i sported this the the display is a bit small and bit hard to read, is there any way you could add a way to zoom onto the center of your screen, a bit like if you go into the map and click the compass? What resolution and interface size are you using? Share this post Link to post Share on other sites
Pictureclass 19 Posted February 26, 2016 In my Tests i find the Display big enough. Two other Points i find: * If I press on of the ACE Action Keys, the Minedetector is gone and had to be restarted * The Player can still wear an Weapon in his hands and can run with the Minedetector. And maybe add the Actions with ACE to an seperated menu under the Equipment Part of the ACE Self Menu. If you put the Source on Git, i will try to help you Share this post Link to post Share on other sites
R3vo 2654 Posted February 26, 2016 * If I press on of the ACE Action Keys, the Minedetector is gone and had to be restarted Can you explain this in more detail, because I can't reproduce that. * The Player can still wear an Weapon in his hands and can run with the Minedetector. Running is actually not a big of a deal, if someone runs in a mine field, the best detector in this world won't safe him ;) Share this post Link to post Share on other sites
AIF_Infantrymen 264 Posted February 26, 2016 What resolution and interface size are you using? 1360x768 and large Share this post Link to post Share on other sites
pit 12 Posted February 26, 2016 Thanks for the feedack. That the detector doesn't work in a vehicle is intended. Something I could maybe add to the module in the future, so mission editors have an option to enable it. Thank you for considering! Share this post Link to post Share on other sites
Pictureclass 19 Posted February 26, 2016 Can you explain this in more detail, because I can't reproduce that. If you have, in the ACE Settings the Interaction Menu Background activated, the Mine Detector Interface is no longer displayed, when you press one of the Interaction Keys Share this post Link to post Share on other sites
R3vo 2654 Posted February 26, 2016 Interesting, gonna look into it. Share this post Link to post Share on other sites
TheConen 78 Posted March 1, 2016 Hey, have you considered making a version of this that doesn't add dependencies to missions? E.g. by using the vanilla minedetector and ACE battery object instead of creating new objects with own classnames and a module etc..... Far too often, mods don't work after an ArmA update and don't get updated by the author. Removing the mod then means to have to adjust every mission made with it........ therefore a version that doesn't add itself as a dependency and can be removed from the modset without problems would be really cool. Share this post Link to post Share on other sites
R3vo 2654 Posted March 1, 2016 That makes absolutely no sense... Share this post Link to post Share on other sites
granis 15 Posted March 3, 2016 Hi R3vo just gave you mod a try last night and its really awesome. You really have created a whole new game mechanic that was thoroughly missed. So thank you. I have some questions though about what type of cans the detector can see. From a bit of testing i could only get the detector to respond to one of the crushed cans(soda cans). I was also wondering if it would be possible to have the mine detector detect weapons(that is if its a metal detector) as well. Share this post Link to post Share on other sites
stu81 45 Posted March 3, 2016 Any plans for a 3d model of a detector to carry so we have to choose between a weapon or detector while scanning? Could be carried in the pistol slot and wouldn't require any new animations etc. (I've used one first hand in a test version of eods in the pistol slot using pistol animations and looks well) Also a module that allows us to add classnames that can be detected would be cool. Thanks Edit.. I see you replied earlier in thread about a detector we can hold and u said u tried it already but anim looked rubbish which I take from that you have a working model already? :) Definitely use it as a pistol it looks awesome and natural holding in both pistol positions (aiming and lowered positions I mean). No extra anims needed. Just a way to deactivate the detector if not in your hand would be the extra work I think. I wouldn't care if I had to carry the arma3 one and the pistol slot one if it means less work to transfer all the work u put into vanilla one across to 3d one :) maybe just a script that won't let u activate vanilla one if the 3d model isn't in your hand. Thanks Share this post Link to post Share on other sites
R3vo 2654 Posted March 3, 2016 That's not on the plan currently. Any plans for a 3d model of a detector to carry so we have to choose between a weapon or detector while scanning? Could be carried in the pistol slot and wouldn't require any new animations etc. (I've used one first hand in a test version of eods in the pistol slot using pistol animations and looks well) Also a module that allows us to add classnames that can be detected would be cool. Interesting idea, I'll put that on the todo list. I take from that you have a working model already? Nope, there is no 3d model, I tried it with the vanilla one. Hi R3vo just gave you mod a try last night and its really awesome. You really have created a whole new game mechanic that was thoroughly missed. So thank you. I have some questions though about what type of cans the detector can see. From a bit of testing i could only get the detector to respond to one of the crushed cans(soda cans). I was also wondering if it would be possible to have the mine detector detect weapons(that is if its a metal detector) as well. It should currently detect all soda cans. The dented one and also the new ones. I'll write idea with the weapons on my todo list, but I'll probably only include a new parameter to the module where everyone can declar own objects. Share this post Link to post Share on other sites