Jump to content
Sign in to follow this  
SGTKOPP

ied

Recommended Posts

Quote[/b] ]@Rats: of course I know. I only wanted to say that I'd like to see missions using the IEDs as something more then fireworks... getting blown up definitely is not "cool", we all know that.

But with my effects it looks "cool", so I was kinda worried that some people might forget that the thing is actually devastating. I feel kinda unesasy when someone says the addon is cool.

addon = cool <everyone likes it, and it should scare s*** out of people>

IEDs = no fun <you gotta be careful not to make it look like fun to the player>

Sorry, have absolutely no idea at all what you're talking about... The only time I've used the word cool was to describe Fat_tony developing the Cell phone jammer addons.???

Rats404 smile_o.gif

Share this post


Link to post
Share on other sites

@Victor: you can host them here (like Offtime did), or send them by e-mail, anyway is fine.

-I'll try to make a fireball for propane (there should be one, right?)

[if anyone can tel for sure what should be the color of flames/smoke for burning propane I'll be gratefull]

-And a lot of gray smoke after Tv explodes (when a bomb has weak shell the explosion is weak and a lot of powder is being burnt instead exploding).

-The rest will get "standard" effects.

@Rats: It was a general reflection after reading our little OT (something about games and reality and all the stuff that confuzes me). Sorry if You got impression of being critisized - that by no means wasn't my intent. And yeah: Thanks for your help&suggestions.

Share this post


Link to post
Share on other sites

Just a quick update- RL has got in the way so no time to work on the demo mission this week - very big job came up. But just wanted to let you know I have not forgotten it. In fact, i plan to do two versions now for insurgent and U.S., just so players can evaluate the different tactical requirements from each side.

Rats404  smile_o.gif

Share this post


Link to post
Share on other sites

Nice Addon

I'm having a bit of trouble getting IEDs 2 & 4 to blow up consistently. It's like rolling the dice, and although its neat that they don't always go off, especially on heavily travelled roads/MSR (main supply routes) in the dynamic missions from CoIN, I'd like to know if there's anything else in the scripting neccesary.

So far I'm just using one west group:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">goodguys = group this

One east group:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">badguy = group this

And IEDs 2 & 4. Any advice?

Share this post


Link to post
Share on other sites
So far I'm just using one west group:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">goodguys = group this

One east group:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">badguy = group this

And IEDs 2 & 4.  Any advice?

Check if you have:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">badguys = group this

If you're having that much trouble you can set your own condition: add a trigger of your choice and type

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">$$ setdammage 1

where

$$ - name of the bomb

There is nothing that I didn't write in the readme.

You could additionally use the IED.sqs script - so taht the bomb blows up on a certain hour even f it's not triggered.

Share this post


Link to post
Share on other sites

Yeah, the emphasis on "badguys" instead of "badguy" was important. Fixed everything. Thanks for the quick feedback.

Share this post


Link to post
Share on other sites

A carbomb I can detonate the same way I can detonate a satchel charge (but bigger explosion) would be nice. smile_o.gif

Share this post


Link to post
Share on other sites

I have made some bombs that are like satchel charges and ive given them to panda so If he decides to release then he can.

EDIT: if you look back on page 7 you can see the ones Ive made.

Share this post


Link to post
Share on other sites

I'm sorry, but right now I'm on another issues. I don't think I'll meke'em in this week.

Sorry Victor.

Share this post


Link to post
Share on other sites

I have used a trigger across the road to detonate the nr1 BIG IED! there were two and its in the pictures above, and I just made 1 of the 2 setdammage 1 and KABOOOOOOOMMMMM! biggrin_o.gif

Haha I tried shooting it, nice! crazy_o.gifghostface.gif

Share this post


Link to post
Share on other sites

dunnoif this has been mention but is there any chance you could take some of the standard bis civvie cars and edit so they could be remotly detonated as road side IED's?.

Share this post


Link to post
Share on other sites

or just chuck a truck full with explosives that can either be timed detonation or remote control or damaged! you could have the IED pack expansion with Suicide attack vehicles, either park em allong the road, or put a insurgent in which explodes either by being shot to shit by the guards, or because the time has ran out so by blocking the car you would have safed the base! wow_o.giftounge_o.gif

Share this post


Link to post
Share on other sites
dunnoif this has been mention but is there any chance you could take some of the standard bis civvie cars and edit so they could be remotly detonated as road side IED's?.

You can already use any object either as a time bomb, or cellphone bomb.

To use as a timebomb type either:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[this]exec"off_ied_iraq\IEDbigOnInit.sqs";[this,HH,MM]exec"off_ied_iraq\IED.sqs"

to set a timer, or to use it as you do with cellphone bomb:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[this]exec"off_ied_iraq\IEDbigOnInit.sqs";[this]exec"off_ied_iraq\IEDcellOnInit.sqs"

It would be good to make a cardriver the badguys group leader, then if he was killed with a headshot the car will stop and then it won't explode.

If you want to detonate it using a trigger use just the first script and then setdammage 1.

Share this post


Link to post
Share on other sites

Yea you can already make cars into bombs. Put a trigger and set it off with either a radio message or if someone gets too close to it. In the box...(cant remember what its called Its on the effects dialog anyways) type in:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"heat125" camcreate[getpos car select 0,getpos car select 1]

you can change heat125 to whatever you want and car is whatever the name of your car is.

or you can add an action to your player in his init with:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">bomb=player addaction["detonate car",[] exec "bomb.sqs"]

.sqs

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"laserguidedbomb" camcreate[getpos car select 0,getpos car select 1]

player removeaction bomb

Share this post


Link to post
Share on other sites

Victor you've made a typo:

shouldbe <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"laserguidedbomb" camcreate[getpos car select 0,getpos car select 1,0]And also add<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">deletevehicle carOtherwise you'll see a vreckage jumpin' all over the place.

Of course you won't get the additional effects.

And I've got a report on progress on your IED's Victor. I have the propane bomb finished I think:

propane3nf.th.jpg

The dustclouds now start around and head towards the explosion (as propane creates vacum when burning).

you'd like me to modiffy config so that the objects would also be placed from editor?

Share this post


Link to post
Share on other sites

Very nice smile_o.gif , oh and on the camcreate thing you actually don't need the 0. Feel free to modify the config in whatever way you please. unclesam.gif

Share this post


Link to post
Share on other sites

Victor_S/Panda IED-s (BETA):

http://silverkelpie.ofpbase.com/addony/custom_ied.rar

The objects are set the same way as offtime's: place object and then to set the hour

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[bomb,HH,MM]exec "\custom_ied\IED.sqs"

or setdammage 1 to detonate via trigger.

To use with a different unit write (correct me if I'm wrong - it works in a script):

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">soldier addEventHandler ["fired",{this exec "\custom_ied\custom_ied.sqs"}]

That's of course alternative to simply carrying them.

Don't try to disarm them - no go. tounge_o.gif

If there will be no comments/bug reports in next few days I'm adding the readme and releasing the final.

Share this post


Link to post
Share on other sites
@ April 01 2005,13:06)][if anyone can tel for sure what should be the color of flames/smoke for burning propane I'll be gratefull]

Pretty sure the hottest part - the core - will be blue, like natural gas.  Otherwise orange/yellow like a butane lighter.  Smoke would be brown if opaque, somewhat blueish once it dissapates.  I'm no expert so someone is welcome to correct but there would be very little carbon burnoff (black smoke), and the smoke would dissipate quickly.  Also any LP fuel will likely burn more slowly than solid/gaseous fuels, even if under pressure.  Most likely you would see a huge blue flame spray from the ruptured side of the tank which would die out in a couple seconds.  Perhaps the tank would be propelled in a random direction, spinning in the air and spraying its blue flame.  Script THAT!

Remeber, propane is not a gas, it is a compressed liquid fuel that is vaporized in the top valve thingy.  Hope this helps.

Come to think of it there is a chance that the tank rupture and resulting release of pressure would actually 'blow out' any combustion of the fuel itself, leaving a hazmat area in which you wouldn't want to smoke or shoot your M16.

Explosions look great, I will check them out!

Share this post


Link to post
Share on other sites

Does anyone still have this mod?

I can't find it anywhere..

Share this post


Link to post
Share on other sites
i can send u on priv

Would you mind sharing it here in the public for everyone else too? I'd be interested in this too.

Share this post


Link to post
Share on other sites
Would you mind sharing it here in the public for everyone else too? I'd be interested in this too.

ok that's not a problem i didn't know there is still ofp maniacs :D

so here is link sorry for my bad english

http://www.filefront.com/16053007/OFP_ImprovisedExplosiveDevices.zip

I'm glad to i can help you

Edited by Rellikki
AddOn request moved to the dedicated thread

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×