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R3vo

Mine Detector

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Mine Detector by Revo
 
0B95DAD6F9CFF3A82EEF1123C2691A608F86B3D5
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 markers

ACE: (CBA & ACE)
- All actions can be accessed via the ace self interaction menu

Features:

- 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

 
  • Like 4

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Thanks foxhound, you even included the information and picture from the Workshop link.

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CAnt make it wotk....

 

i got the modul in and a mine dector in my backpak 

 

 

 

dont get eny ace options like the picture

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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

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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.

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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!

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I'll see what I can do ;)

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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..

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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.

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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?

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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

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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.

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It worked for me at first try ;)

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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?

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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. ;)

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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)?

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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.

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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!

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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.

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