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ricnunes

How to create a remote detonated bomb (IED)?

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Recently I started to design/edit a new mission but my knowlege about scripting is very limited so I spend most of my time in the mission editor which I'm starting to get familiar with.

And in the mission that I'm developing, I would like to implement something that simulates a remote detonated IED. I downloaded 2 scripts ("car bomb" and "IED v1.2") which both seem to be very good to help me model what I want but the problem that I'm having now is within the Triggers!

Well, I can set a trigger which detonates the Bomb/IED once there is an enemy soldier in range (which simulates a remote detonation range) and with the player from a certain distance from the bomb/IED. BUT the problem is that even if I kill all enemy soldiers inside the IED "remote detonation range" the IED will alway detonate. So what I would like to do is the following:

- To have a Trigger or Triggers that once the enemy soldiers that were previously inside the "remote detonation range" are killed (or leave the "remote detonation range" area) the Bomb/IED will NOT detonate.

The problem that I'm having seems to be related to the fact that the trigger which detects an enemy soldier in the "remoted detonation range" isn't eliminated or reset once there isn't any enemy soldier left in the trigger area and I don't have a clue how this can be done. If someone knows how this can be done I would really apreciate.

I really tried everything that I could remember of, and I would really apreciate some help here.

Thanks in advance for replies...

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Activation: Anybody, Repeatedly

Condition: this && isPlayer (thislist select 0)

OnAct: Whatever you have in there right now to set off the bomb.

OnDeact: exit

tell me if it works or not.

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First of all thanks for the reply DaChevs.

Unfortunally your idea isn't working. What happens is basically the same problem that I have which is that the "bomb" detonates when it should but once all enemies are eliminated inside the trigger area the "bomb" still detonates the same way as if there were enemies inside the trigger area.

As a side note, besides trying to set Activation with Anybody I also tried with OPFOR (and with the same results).

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If i understand correctly...

Simply name the "detonater-person" man1.

Create a trigger:

BLUFOR present

condition: alive man1

or maybe (not home, so can't check the syntax)

condition: this; alive man1

or maybe

condition: this AND alive man1

in the activation field you execute the script.

With this trigger i believe that the script will only be activated if BLUFOR is present, and the man1 (the detonator) unit is alive.

Good luck smile_o.gif

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Ok I manage to solve my problem! I used a similar aproach that Binary posted but instead of using 1 Trigger I used 3 Triggers for the Bomb in which:

- One trigger detects if there are Blufor (the targeted side) in the area and if the bomb (for which I used a backpack object) is alive then it will detonate.

- An another trigger that deleted the bomb in case there aren't enemies (the side which "detonates" the bomb) in the area around the bomb (simulates the fact that there aren't enemies left to detonate the bomb and the bomb is disarmed).

- And finally a trigger which will detonate the bomb in case the bomb is destroyed and then deletes it (it models the detonation which the bomb suffers when destroyed and also avoids the bomb from detonating after being destroyed and the first trigger detected).

Thank you guys for the replies, they lead me to the right path. smile_o.gif

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NP man, the best solution for these kinds of problems is always to find your own solution, and let people point you in the right direction smile_o.gif Best way to learn if you ask me

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Few more tips:

- always use "this && isServer" for trigger so createvehicle is created only once on dedicated server. Otherwise every client (player) creates this bomb wink_o.gif

- you can do "this && alive detonatordude" in trigger so the bomb goes only off if terrorist named "detonatordude" is actually still alive. Hide him behind a rock somewhere near or on the hill overlooking the IED spot wink_o.gif

- set random countdown time, from 1-5 seconds so you can hit for example middle of the BLUFOR convoy or maybe simulate the "near miss" completely.

wink_o.gif

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Those are some excelent ideas that I will cerrainly use in my mission!

Thanks for your reply IceBreakr

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