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Shinotama

In need of a Simple IED Script

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Hey guys, I'm new to the whole editing thing, spent many a hour recently trying to get to grips with things..

I require help in finding out exactly where you put any SQF files if you need to use them and also I am after a simple to implement IED script that can attach itself to a person or vehicle so that it may drive along a road etc.

Thank you for your help in advance =)

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The IED Script I always use:

; Improvised Explosive Device Script

; By Jeevz converted to armaII by Matt R

; v1.2 12/13/06

; This script will create an explosion of a

; selected size on any object when called

; The arguments are [objectName, explosionPower]

; Explosion Power will be 1 of 4 choices

; Small - Good for Anti-Personnel use

; Medium - Will usually disable a Humvee without killing the occupants

; Large - Will usually destroy a passing humvee and kill or severly injure all occupants, will disable the tracks and possibly engine on M1A1

; Huge - Nothing will survive, I mean... it's HUGE :-)

?!IsServer: exit

; Example script call --> [theCar, "Small"] exec "xaScripts\xaIED.sqs"

;start script

_theObject = _this select 0

_theExplosion = _this select 1

;locate the Object to be blown up

_bombLoc = GetPos _theObject

_bombLocX = _bombLoc select 0

_bombLocY = _bombLoc select 1

_bombLocZ = _bombLoc select 2

; Deterimine the ordinance used to create the explosion

? (_theExplosion == "Small") : _ammoType = "R_57mm_HE"

? (_theExplosion == "Medium") : _ammoType = "M_Sidewinder_AA"

? (_theExplosion == "Large") : _ammoType = "SMAW_HEDP"

? (_theExplosion == "Huge") : _ammoType = "Bo_GBU12_LGB"

civvy1 globalchat _ammoType

; Get the explosion size and blow the object up

? (_theExplosion == "Small") : goto "SMALL"

? (_theExplosion == "Medium") : goto "MEDIUM"

? (_theExplosion == "Large") : goto "LARGE"

? (_theExplosion == "Huge") : goto "HUGE"

#SMALL

_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]

_theObject setdammage 1

civvy1 globalchat "Small"

exit

#MEDIUM

_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]

_theObject setdammage 1

civvy1 globalchat "Medium"

exit

#LARGE

_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]

_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]

_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]

_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]

_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]

_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]

_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]

_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]

_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]

_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]

_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]

_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]

_theObject setdammage 1

civvy1 globalchat "Large"

exit

#HUGE

_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]

_theObject setdammage 1

civvy1 globalchat "Huge"

exit

If you want to add the possibility of disarming it you can also add this action to your IED.

// Sarge's amazing IED scripting thingy

// Make sure you have "ACE_wirecutter" somewhere for people to pick up

// _hohoho = this addaction ["Attempt Disarm", "disarmied.sqf"];

_ied = _this select 0;

_someidiot = _this select 1;

_hascutter = _someidiot hasWeapon "ACE_wirecutter";

_someidiot playmove "amovpercmstpsraswrfldnon_gear";

disableuserinput true;

_someidiot sideChat "Attemping IED Defusal, keep at a safe distance";

if (_hascutter) then

{

sleep 5;

deleteVehicle _ied;

_someidiot sideChat "IED Defused";

disableuserinput false;

_someidiot playmove "amovpknlmstpslowwrfldnon_amovpercmstpsraswrfldnon";

}

else

{

_luck = round(random 5);

_wittyvariablename = _luck >= 4;

if (_wittyvariablename) then

{

sleep 5;

deleteVehicle _ied;

_someidiot sideChat "IED Defused";

disableuserinput false;

_someidiot playmove "amovpknlmstpslowwrfldnon_amovpercmstpsraswrfldnon";

null = [objNull, ObjNull, tskObj3, "Succeeded"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf";

tskObj4 setTaskState "Succeeded";

}

else

{

sleep 5;

disableuserinput false;

_someidiot switchmove "amovpknlmstpslowwrfldnon_amovpercmstpsraswrfldnon";

_someidiot sideChat "Leave me! Get out of here and save yourselves";

sleep 15;

"ACE_Bo_Mk82" createvehicle (getpos _ied);

"ACE_Bo_Mk82" createvehicle (getpos _ied);

"ACE_Bo_Mk82" createvehicle (getpos _ied);

deleteVehicle _ied;

null = [objNull, ObjNull, tskObj3, "FAILED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf";

tskObj4 setTaskState "Failed";

};

};

Obviously you'd want a trigger area near the IED so it goes off within a certain time if you are near it. That second defuse script has a chance calculation in it which is cool, makes your missions a bit more dynamic.

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Thats pretty awesome thanks =)

My only other question, is that people keep referencing to those "SQF" files...

Where do they go in the ARMA 2 folder? As I spent 30 minutes trying to put it in the correct place the other day only to fail -_-

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On second thoughts, I was wrong - I would like to know as well though :D

Edited by Dynamic Echo

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you have to put your .SQF files in your arma 2 documents folder, find your mission that you want to have the .SQF file in, and place them there (if you use another profile then go to arma 2 other profiles\yourname\your_mission

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Having some problems with the difusal options. I'm not running ACE, how should the script look if one wants to make it compatable with just OA?

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I've got a question. I've watched vids and read other post from many different sites about this script and I've done exactly what it says to (saved in my documents arma2 mission folder) but when I get into range of the trigger I get an error saying "ied.sqs not found" can anyone offer some help? I am a newbie when it comes to scripting ;D

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That's because there seems to be a spelling mistake in the script text.

[theCar, "Small"] exec "xaScripts\xaIED.sqs"

should read

[theCar, "Small"] exec "xaScripts\xaIED.sqf"

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You sure? That script looks like sqs to me.

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It's sqs coding but I was assuming that the guy posting it had saved as an sqf as that's what the OP asked for. Altering the code seems to have it still work find, though I suppose it would be better to save the scriptas .sqs rather than .sqf.

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If it was SQF, it'd need to be called by execVM, too.

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