dlegion 98 Posted July 26, 2017 hi there! i'm trying to get IEDs exploding (its theyr job afterall), but seems there's no way for me! i tried passing on them with tanks, APC, cars, even on foot. tried passing near them, tried shooting them...and finally they exploded. what i'm doing wrong ? they should explode if a vehicle is near or ...? thansk for any info on that ! Share this post Link to post Share on other sites
sarogahtyp 1108 Posted July 26, 2017 what kind of IED's? Share this post Link to post Share on other sites
dlegion 98 Posted July 26, 2017 i tried small and big, urban variant and dig-in variant Share this post Link to post Share on other sites
dlegion 98 Posted July 26, 2017 i'm right now in the editor....apers mines works (when i walk on them they explode), thinked "small" was for infantry and "big" for vehicles, bu cant trig any of them on foot or on vehicles! Share this post Link to post Share on other sites
sarogahtyp 1108 Posted July 26, 2017 idk bout it. what are the classnames? Share this post Link to post Share on other sites
dlegion 98 Posted July 26, 2017 ModuleExplosive_IEDUrbanBig_F (IED big) ModuleExplosive_IEDUrbanSmall_F (IED small) Share this post Link to post Share on other sites
sarogahtyp 1108 Posted July 26, 2017 I think u need a trigger and just do _bomb setdamage 1 with it Share this post Link to post Share on other sites
dlegion 98 Posted July 26, 2017 ahhh ..tragic! was hoping to use them as autonomous ground mines.....place triggers will degrade performance, right ? Share this post Link to post Share on other sites
sarogahtyp 1108 Posted July 26, 2017 I think not more as a mine would do... triggers are mostly performance friendly. Share this post Link to post Share on other sites
dlegion 98 Posted July 26, 2017 i can use AT mines and apers (they work), but the problem is this ridicolous marker that shows up for all players.....really nosense.https://ibb.co/gYWE9k mah!! anyway thanks for your help man! i really appreciate!! Share this post Link to post Share on other sites
dlegion 98 Posted July 26, 2017 ah sorry i noticed now the replys! ok i'll try with trigger then !! thanks ! Share this post Link to post Share on other sites
pierremgi 4890 Posted July 26, 2017 Test; https://community.bistudio.com/wiki/revealMine 1 Share this post Link to post Share on other sites
sarogahtyp 1108 Posted July 26, 2017 4 minutes ago, pierremgi said: Test; https://community.bistudio.com/wiki/revealMine Quote Sets given mine as known to the side. but how to set as unknown? EDIT: just create and not revealing? Share this post Link to post Share on other sites
pierremgi 4890 Posted July 26, 2017 Arf! sorry, doesn't work as reveal. Too bad! But you can play with the difficulty settings on server. Btw, if you hide the mine, you'll detect it later and it exploses as well. Share this post Link to post Share on other sites
dlegion 98 Posted July 26, 2017 ah ok, but i fear its a problem about zeus. seems that mines placed after start by zeus get that nosense "minefield" marker....damned BI. Share this post Link to post Share on other sites
dlegion 98 Posted July 26, 2017 this link explain better the problem.... well ok , thanks guys ! 1 Share this post Link to post Share on other sites
sarogahtyp 1108 Posted July 26, 2017 last post is interesting. maybe u could write a script which deletes that mine markers. the other interesting thing is bout the post which suggested to create mines with opfor zeus... Share this post Link to post Share on other sites
dlegion 98 Posted July 26, 2017 about Opfor Zeus...i have no idea how do it. in fact my mines are randomly created by a script, not by zeus, in a bubble around players (500m min, to 100m max) yep, the code of Austin (a bit edited) is this: if (isServer) then { uiSleep 1; while{true} do { { _prefix = [_x,0,16] call BIS_fnc_trimString; if(_prefix == "bis_fnc_drawminef") then { deleteMarker _x; }; //hint format ["marker prefix:%1",_prefix]; } foreach allMapMarkers; sleep 1; }; }; ..and i can confirm it works! EDITED: corrected the code Share this post Link to post Share on other sites
sarogahtyp 1108 Posted July 26, 2017 while{true} do { _mine_markers = allMapMarkers select { !(_x find "bis_fnc_drawminef" isEqualTo -1) }; { deleteMarker _x } count _mine_markers; sleep 5; }; Share this post Link to post Share on other sites
dlegion 98 Posted July 26, 2017 pleasee... can you explain it to me? i wish to understand ! EDIT: (just for the sake of understanding...because i discovered that just the infantry mines create this stupid marker, and keeps creating it at a ridicolous fast rate, so to keep them off players map you need to use some low value like "sleep 0.1"...and i really dont want to !) Share this post Link to post Share on other sites
sarogahtyp 1108 Posted July 26, 2017 allMapMarkers - is an array of strings with all marker names in it array1 = array2 select {condition} - selects all elements of array2 for which the condition is true and assigns it to array1 index = string1 find string2 - if string2 is part of string1 then find returns the index where string2 starts inside of string1. if string2 is not part of string1 then it just returns -1 therefore this: (_x find "bis_fnc_drawminef" isEqualTo -1) checks if "bis_fnc_drawminef" is not part of _x but man just read the wiki then I don't have to type what is there ... Share this post Link to post Share on other sites
dlegion 98 Posted July 26, 2017 thanks for the explanation man :) Share this post Link to post Share on other sites
pierremgi 4890 Posted July 26, 2017 2 hours ago, dlegion said: (just for the sake of understanding...because i discovered that just the infantry mines create this stupid marker, and keeps creating it at a ridicolous fast rate, so to keep them off players map you need to use some low value like "sleep 0.1"...and i really dont want to !) sarogahtyp script is fine. But you seems to say that markers are back again and again. Perhaps Arma/Zeus engine. I'm not familiar with Zeus but I remarked a bunch of commands along with curator. So, perhaps someone has a better solution for this case, with removeCuratorEditableObjects or else. Perhaps, you should mention ZEUS in your title for that. Share this post Link to post Share on other sites
dlegion 98 Posted July 26, 2017 good idea, i edit the topic name! thanks man ! Share this post Link to post Share on other sites