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spectrersg

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Everything posted by spectrersg

  1. Is it possible to have the vehicle detector script ONLY detect IED's to the vehicle's 12 o'clock? (Okay, maybe from like 9 o'clock to 3 o'clock.) Also, I'm trying to make a body bomb (as sick as it is), and I placed the woman with health set to 0, with the IEDDetect_add, and IEDDetect_Attach on her. When I preview it, she blows up. Is that in part of her health being set to 0?
  2. Yeah but they didnt get any sort of message - it didnt work for them; but it did for me (I was the host)
  3. The taunt enemy sounds, can you raise the volume a tad? Other than that, thing works quite nicely - I love it.
  4. Just did same testing with 2 other people in a non-dedi, self-hosted. I seem to be the only one that the vehicle detector is popping up for, and I'm hosting.
  5. Huzzah! Will test it in a little bit. Did some testing with the ambient IEDs. ACE 2, my handheld detector was on my ENGINEER player, and I got into a vehicle with the detector. Vehicle detector, detected the IED along the road. I got out, walked to it, my handheld then detected it. I crawled to it, and got the Defuse option. When I hit Defuse, it said something along the lines of: "I dont have the required expertise". Any idea on that one Reezo?
  6. The TownSize doesn't want to increase. I've tried setting it to 800 and 1000, and nothing different than the default
  7. Reez, found something - if you have a handheld detector on your player, and you get into a vehicle using the vehicle detector; both do not work. Can you make it so the vehicle detector works, and the hand held doesn't if the player w/the handheld gets into the vehicle with the vehicle detector?
  8. I edited my post while you were typing. And personally, something doesn't seem right when you can manually disarm an IED w/o even touching it. The force is strong with that EOD tech. ;)
  9. Suggestion: for the proximity IED, whether or not it's set to anti-INF or VEH, what do you think about it NOT going off if you prone crawl up to it? This way it gives you a chance to disarm an anti-inf. Edit: I also lowered that 65% variable to 15% and now almost nothing is spawning in the trigger, but my presence % is 100%. Any ideas? And, if I have the handheld detector, and I get in my detector vehicle, what is supposed to happen so I can test it? Is one supposed to take priority over the other, or should they both work at the same time?
  10. It looks like the say3d is the right command; not a clue why it's not working. Any chance a member of a sound mod team can help? :P
  11. Resizing it may also lower the script size as well, however, as a long as you can nudge it over to be flush with the players right side, middle part of their screen it should be perfect.
  12. Just did some more testing to confirm stuff I had issues with late last night. In my triggers for PRESENT BLUFOR that calls on the IEDdetect_triggerman_spawn.sqf ---- Lower the suidical guy rate to 20% or lower, or even better, add a variable for it ---- When I've come across a suicide bomber, I've shot him when he puts his hands up (sometimes not, lol), and when I go to clear him I get the Detach IED option. But, when I do it, I can't find the IED; it's missing. Vehicle Detector, can you move it to the RIGHT middle of the screen? Having it take up the middle of the screen is annoying; in 3rd Person while driving a HMMWV, the vehicle detector takes up a majority of the HMMWV; again just annoying more than anything else.
  13. Just tested it; seemed to work quite well. The AI were slow to react, but they eventually ran away. Kudos. Edit: also can you turn down the AddAction radius for the script? Like a meter or so? And if we can get that sound issue fixed, it'd be damn perfect in my eyes.
  14. Will check it out in an hour. But I did more searching, and right after they did that broadcast they did have a controlled detonation; so once can assume it was the right audio clip. Seen here http://www.youtube.com/watch?v=c6DY0sIoE4c
  15. Not a clue what he's saying, but here's this (Can anyone translate?)
  16. Is it possible to add something also tells any CIV to run away? IE, adding the ability to tell the CIVs to run away in a broadcast before using your EOD script to detonate a bomb.
  17. Question: if an IED has some sort of proximity detonation with infantry (trip wire, pressure plate, etc.), why wouldn't a car (or anything bigger than a man) NOT set it off? The damn things should be extremely crude. And, to simply readdress it, we had an issue with the marker too, while the ambient proximity was being used as well.
  18. Well I had a trigger in my mission that exec's the triggerman spawn script. Are you talking about removing the ability to have the IED be placed on a West occupied vehicle? If so, I was under the impression it was in your latest version. If so, forget I reported it.
  19. Did another non-dedi test again, this time to test out the vehicle detector. Again, the triggerman_spawn.sqf in my trigger when BLUFOR is present starts fine. But the thing attaches to my Humvee, and detonates as soon as my vehicle detector alerts me. I survived the blast, got out, cleared the area and immediately went back over to the destroyed Humvee. I then got the Detach IED option; I did it, but no IED detached. These insurgent bombers are like friggen Jedi! (Lol) As a point, the mission I did to test it out can be downloaded HERE to examine what I did (You need ACE2 ( with the ACEX_USnavy and OA to play)
  20. My opinion is that you shouldn't do that; not all IEDs are the same. What I would suggest is that if it's the Proxy IED is Infantry that there be some warning through the detector, so that the player knows not to go (too) close. I love the idea of being able to use the M107 round to detonate an IED. And I wish we could get feedback from other's regarding the marker issue - it could just be something I overlooked if no one else is having the issue. Let me add that late last night we did a test on a dedicated server with the vehicle detector running. The interval was set to 01, and we didn't have a desync/FPS problem. We should do some further testing prior you make the minumum scan interval allowed to 5 seconds.
  21. Would be interesting to see if anyone else was having that problem with the sounds played by one person could NOT be heard by another. And Lol @ Laqueesha, thats a good idea.
  22. 1. Is the IED detected correctly? Yes. 2. Does an "approx. IED position" marker appear in the map for the detector unit? Yes. 3. Does the above marker appear in the map for other players? Yes. 4. Does the IED have a DEFUSE action on it once the IED is detected? Yes. 5. Does the detector unit have a REMOTELY DETONATE BOMB action in case the Remote Det confirmation dialog appeared on the Nomad? Yes. 6. Do non-detector units see the DEFUSE action on the bomb? Can they defuse the bomb? No. 7. Do non-detector units see the REMOTELY DETONATE BOMB action among their scroll-wheel menu actions? No. 8. If the detector defuses the bomb manually, does the marker disappear after some time? Yes. 9. IF the bomb is remotely detonated for close proximity from the bomb, does the Nomad halt the procedure for Danger Close? Yes. 10. If the bomb is remotely detonated successfully, does the marker disappear in the map? Yes. 11. Do non-detector units see ANY of the Nomad dialogs on screen? No. Unless the vehicle detector is the vehicle they're using and the driver does not have a detector on him. Again, with the detector and the add script, I dont think there's a problem. The problem was the Vehicle Detector with a 01 scan interval rather than 10, caused Desync on a non-dedicated. The second possible problem was my detector friend not getting a scroll option to remote detonate when it said it was Locked. I have not had a Remote Detonation while in my vehicle yet, and all my testing is with Fake % of 0. And lastly, a suggestion for the Ambient Proxmity IED, if it is placed randomly as an infantry proximity, you wont ever be able to safely defuse it. Is it possible to have it "roll" for your chances to have it detonate? So, if the Proximity IED is set to INF, you find it with the detector, walk to it and get within X meters of it's radius, the scripting rolls a chance to see if it will actually detonate when you get there. Giving you a chance to defuse it. Also, would suggest the same for the vehicle proximity.
  23. Also, something I've been noticing - when it says the IED is Locked for a Remote Detonation, most of the time we dont have the option popping up in the scroll menu. Is this because we're too far?
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