rexehuk 16 Posted March 8, 2010 Production has started on a script that will hopefully fill a gap in the current IED scripts available out there. This script will allow users to attach vests to themselves with various types of ammo, or pickup explosives from a cache location and place them into vehicles, and choosing detonation methods from there. Some of the features that will be included: Basic Functions: • OBJECT Detection - Vehicle / Unit • Munition Limiting depending on OBJECT (Can't put a 125mm round on Unit etc) • ARM / Detonate Bomb (Both Vehicle and Unit) • Set TIMER - On VEHICLE Advanced Functions: • Phone Detonation (VEHICLE) - Using the Briefcase Satphone Object Must be wired up, this takes 45 seconds or so and is shown to the user via local hinting (Or perhaps ACE progress bar dialog) • Bombers given a CACHE at start of mission, allowing them to put the ammo types into the vehicles. This would limit the number of attacks they could have (Cache size selected at Parameter screen) • Visible Explosives inside the vehicle (If 125MM Arty shell is ammo, you can see them stacked on the seats) Add any suggestions you'd like to see here, this is meant to be a feared mod in a mission, as you will have people actively working with AI forces to disrupt your movements. This mod aims to make you paranoid of anything out of place in Arma 2 :p - I assume we will Beta test it soon, but for now the testing will be done in-house. Share this post Link to post Share on other sites
Schancky 10 Posted March 8, 2010 Sounds like a good project! Like the mobile phone idea. Lokking forward to this rex! Share this post Link to post Share on other sites
PSYCHOSIM 0 Posted March 8, 2010 Sounds good, hopefully you'll get it to work, and make it easy to use for muppets like me? :bounce3: Share this post Link to post Share on other sites
Pathy 0 Posted March 8, 2010 (edited) This sounds awesome. Soon as you're asking for suggestions, more IED related than suicide bomber, but what i'd love to see are objects like....disturbed mounds of earth, or stuff like old fire extinguishers, gas cylanders etc abandoned at the side of the road..... Theres alot of IED scripts out there, but there's very little that can be used as a "visual prompt". Obviously in game it's also very difficult to 'sense' combat indicators too, so it becomes really difficult to use IEDs in a 'fair' manner in missions, especially when playing Co-Op (people get understandably pissed if they hit an invisible trigger and explode without warning). Having a bunch of "IED" objects would be awesome; obviously IEDs are far from "fair" in the real world, but you at least have the possibility to detect them, whereas most scripts relying on triggers leave no warning. Edited March 8, 2010 by Pathy Share this post Link to post Share on other sites
rexehuk 16 Posted March 8, 2010 Cheers for the comments guys. Initialisation of this script will be VERY simple, and that is our initial aim. Making a fairly feature packed script that can be used by anyone who knows how to add an init line in the editor. Currently initialisation of the whole script is done by putting an INIT on the cache object of choice. Eventually we are aiming to have an actual visible cache (made from the weapons available and quantities), but we are trying to get the basic features done first. Based on the public interest, we might bring this out as an addon for some people... at the moment it will be script based to allow compatibility for all. So far, the script is entirely usable by the AI via the Action Order menu as you would for any other task. Trying to make it as close to vanilla as possible, so from the beginning we will be using inbuilt objects (trenches for mounds beside roads etc). If we get some modellers onboard that would push us to release an actual addon. This SHOULD be multi-language compatible when we're done, but we would need translators to do the work (quite a small job) :p Rob Share this post Link to post Share on other sites
TRexian 0 Posted March 8, 2010 obviously IEDs are far from "fair" in the real world, but you at least have the possibility to detect them One thing I've noticed in testing of my own project (that is different, but covers the same subject as this), is that if you use a regular object, like a RoadCone or a SkeetDisk even, that if the AI notice it, they will call out something like, "Unknown object to our left." So, if you pay attention to that, there is a chance that the AI can help you. Sorry if this is a bit of a derail from rexehuk's work. I think it is great for people to have options. :) Share this post Link to post Share on other sites
bushlurker 46 Posted March 8, 2010 (edited) Ideally, wherever possible, you'd want the "IED objects" to be relatively familiar gameworld objects you'd see elsewhere on the map in an entirely innocent context (at least, when it's an actual object, as opposed to a "disturbed patch of earth" or something)... perhaps subtly altered, so if you look closely you'd see the difference... I don't think I've ever seen a fire extinguisher anywhere in a mission before... if I was driving along and saw one at the side of the road I'd be mighty suspicious... but some common roadside object like a sign or something you've seen a thousand times, you don't look too closely, but this one has a suspicious "dirt bulge" at the base or something... To a certain extent it's more of a gameplay thing than a realism thing - like Pathy says - you want a fair chance of being on the ball paying dividends, and spotting the thing successfully - at the same time, you don't want to make the visible object ridiculously obvious... Conversely, being detonated at random with no possibility of using skill or care to prevent it is quite discouraging for players..... B Edited March 8, 2010 by Bushlurker Share this post Link to post Share on other sites
rexehuk 16 Posted March 8, 2010 (edited) Ideally, wherever possible, you'd want the "IED objects" to be relatively familiar gameworld objects //SNIPPED// Don't worry we're taking gameplay into serious account, we often play with 60 or so in our operations and having something too exploitable would ruin peoples games. We're building in features such as deadman switches and chances of detonation for the suicide bomers (Can't trust them homemade explosives right?). Also building in something to allow bluefor to actually disarm the vehicles (or vehicles have a chance of detonating when blown up by Satchels or Tank during clearing). All of this will be done consulting actual people who've seen IED action out in Iraq and Afganistan. Cheers for all the comments so far, motivation is good. Edited March 8, 2010 by rexehuk Share this post Link to post Share on other sites
belgerot 33 Posted March 9, 2010 I welcome seeing more progress on this script. Perhaps there could be a given amount of time between AI arming and exploding the charges, during which if you render them useless you would still have to go through the process of disarming the explosives. 50/50 chance of the explosives going off if the unit is knocked out of commission, I mean. Also, the unit could run and clearly stand out a small percentage of the time? That way, you could at least recognize the threat. Share this post Link to post Share on other sites
rexehuk 16 Posted March 9, 2010 (edited) I welcome seeing more progress on this script. Perhaps there could be a given amount of time between AI arming and exploding the charges, during which if you render them useless you would still have to go through the process of disarming the explosives. 50/50 chance of the explosives going off if the unit is knocked out of commission, I mean. Also, the unit could run and clearly stand out a small percentage of the time? That way, you could at least recognize the threat. This is already being worked on. We are implementing a weighting system that will be adjusted when we test it. Items such as a MK82 or 227MM rocket are classed as "HEAVY" and will take longer to recieve from the cache and take longer to install, also will make you walk extremely slow to place it in a vehicle. The arming feature will be instant, (like in real life with a switch - or hardwired) but the bomber will have to take into account probabilities of the bomb going off with a misfire which he turns it on to arm. We also might script in the actual chances of detonation failing when the user (or AI) initialises the detonation sequence. If the bomb is ARMED, then the vehicle is classed as HOT which makes it extremely dangerous to everyone around, destroying the vehicle could set off the explosives. The actual vehicle IEDS would only be detonatable from INSIDE or via Sat Phone, timer options are being thought about but have to take into account the actual use of them in real life for convoy ambushes etc. Perhaps if scenarios are presented for targets of interest (A marketplace) then timers would become a nice tool. Hopefully we can provide the service of striking fear into your platoons soon. :p Edited March 9, 2010 by rexehuk Share this post Link to post Share on other sites
m1n1d0u 29 Posted March 9, 2010 i love the idea , and after i think somebody can make a script and a dialogue for disarm IED and if the guy don't make the good manipulation ... BOOM ! Share this post Link to post Share on other sites
TRexian 0 Posted March 9, 2010 Certain classes of units have a config-set ability to disarm mines - engineers and some Force Recon/special forces units. In my implementation, there's a check and units that do not have the ability to disarm mines have a greater chance of accidentally detonating them while trying to disarm them. :) Share this post Link to post Share on other sites
rexehuk 16 Posted March 9, 2010 We could be looking for dialog makers further down the line, we even had the idea of viewing contents of the vehicle but not sure if that is a good idea. But it would be quite scary viewing the contents and seeing "3 X MK82", "SatPhone" then just turning around to your squad and saying your prayers. There was an Arma 1 visual display for disarming bombs where you could cut wires etc, but don't think that has been ported to A2 yet. Share this post Link to post Share on other sites
thedudeabides 40 Posted March 9, 2010 Would it be possible to give the explosives a dual initiation system. To command detonate and have a backup timed initiation system? Share this post Link to post Share on other sites
rexehuk 16 Posted March 9, 2010 Would it be possible to give the explosives a dual initiation system. To command detonate and have a backup timed initiation system? Yeah this should be possible. So you mean some sort of failsafe? If the bomber doesn't detonate his bomb (say he dies) the timer is still ticking away? Could also have an action near the car without a countdown maybe which would be quite interesting. Didn't know it was you bluegolf, It's Rob btw. Share this post Link to post Share on other sites
thedudeabides 40 Posted March 9, 2010 oh, ok. Guess I will help test this out then. Can't wait to blow Jack up with this during PvP Share this post Link to post Share on other sites
m1n1d0u 29 Posted March 9, 2010 possible to introduce electronic warfare on your script ? if a vehicule have a jammer the ied can't detonate with sat phone ? Share this post Link to post Share on other sites
rexehuk 16 Posted March 9, 2010 possible to introduce electronic warfare on your script ? if a vehicule have a jammer the ied can't detonate with sat phone ? I'll add this into our roadmap. Thank you :) Share this post Link to post Share on other sites
m1n1d0u 29 Posted March 9, 2010 hehe =) because some of hummer and VAB (french transport) have jammer in afghanistan Share this post Link to post Share on other sites
rexehuk 16 Posted March 10, 2010 Do you have any information on which vehicles (In Vanilla Arma or ACE 2) would feature such a system? I am aware that the NZX M1151 features a few external addons, might they be electronic counter measure systems? Just to Update: The VEST systems are working now, testing with 102mm arty shells is amusing, but we are now limiting the vests down to small munitions (40mm grenades, Grenades, (ACE C4 if we can get it to work), and any other suggestions that you guys bring up. So far it looks like the coding is going to be easily editable by others in terms of changing munition types, although we've had to possibly lose AI usability as the system has become more complex. That is all :) Rob Share this post Link to post Share on other sites
m1n1d0u 29 Posted March 10, 2010 (edited) a french mod release soon a VAB , and ACE add some MRAPS and i'm not sure but i think in MRAPS they have jammer but i think we can make search and tell namann2 to add a jammer on the caiman =) , and for you http://www.netline.co.il/page/rf_jammers.aspx http://images.google.fr/imgres?imgurl=http://www.netline.co.il/UserFiles/Image/new%2520pics%25207-09/manpack1.jpg&imgrefurl=http://www.netline.co.il/page/manpack_IED_bomb_jammer.aspx&usg=__3Mw2GBAO2lL3QYXLm-a9KoTOQmU=&h=299&w=448&sz=37&hl=fr&start=49&um=1&itbs=1&tbnid=5DUh3ealHjw8cM:&tbnh=85&tbnw=127&prev=/images%3Fq%3DRF%2Bjammer%26start%3D42%26um%3D1%26hl%3Dfr%26client%3Dfirefox-a%26sa%3DN%26rls%3Dorg.mozilla:fr:official%26ndsp%3D21%26tbs%3Disch:1 edit : Netline offers convoy RF jammer systems pre-installed in armored vehicles, MRAP, military vehicles, Toyota Land Cruisers and Hummers to protect military and senior VIP convoys by preventing remote radio detonation of improvised explosive devices (IEDs). Edit 2 : look this ! Edited March 12, 2010 by M1n1d0u new video Share this post Link to post Share on other sites
Toasted Duckie 0 Posted March 12, 2010 Scriping is hell. Learning a lot here though:rolleyes: Share this post Link to post Share on other sites
TRexian 0 Posted March 12, 2010 Scripting is easy. Alphatesting suX0r. :D Share this post Link to post Share on other sites
SwiftyBoy 0 Posted March 12, 2010 Scripting is easy.Alphatesting suX0r. :D LOL. I enjoy testing (but then I'm rubbish at scripting, I just like seeing things go boom). I'm weird like that. Share this post Link to post Share on other sites
Darkhorse 1-6 16 Posted March 12, 2010 a french mod release soon a VAB , and ACE add some MRAPS and i'm not sure but i think in MRAPS they have jammer but i think we can make search and tell namann2 to add a jammer on the caiman =) , and for you http://www.netline.co.il/page/rf_jammers.aspx http://images.google.fr/imgres?imgurl=http://www.netline.co.il/UserFiles/Image/new%2520pics%25207-09/manpack1.jpg&imgrefurl=http://www.netline.co.il/page/manpack_IED_bomb_jammer.aspx&usg=__3Mw2GBAO2lL3QYXLm-a9KoTOQmU=&h=299&w=448&sz=37&hl=fr&start=49&um=1&itbs=1&tbnid=5DUh3ealHjw8cM:&tbnh=85&tbnw=127&prev=/images%3Fq%3DRF%2Bjammer%26start%3D42%26um%3D1%26hl%3Dfr%26client%3Dfirefox-a%26sa%3DN%26rls%3Dorg.mozilla:fr:official%26ndsp%3D21%26tbs%3Disch:1edit : Netline offers convoy RF jammer systems pre-installed in armored vehicles, MRAP, military vehicles, Toyota Land Cruisers and Hummers to protect military and senior VIP convoys by preventing remote radio detonation of improvised explosive devices (IEDs). Edit 2 : look this ! The French Mod was cancelled, and I don't think namann2 should put jammers on the vehicle. This mod should add them & there should be an init line code that adds a jammer function. Share this post Link to post Share on other sites