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Found 2 results

  1. DESCRIPTION: 'Simple IED Script' will spawn IEDs on / alongside random road segments within predetermined IED area markers setup by the mission designer. The position, direction, appearance, and blast magnitude of the IEDs are all random. The script also spawns random trash along the roads. The script is tiny, optimized, and works in SP, MP, Dedi. Does not require any addons and is compatible with any map that has roads. VIDEO: FEATURES: Tiny filesize! 2KB Fast performance Compatible with SP, MP, and Dedicated Works on any map with roads Doesn't require any mods or additional scripts Easy to implement! Randomized Results: -IED type spawned -IED blast magnitude is random (damage / radius) -IED position & direction -Chance for trash to spawn with IED -Trash appearance variety IEDs are proximity based: -IED will detonate if player is within 10 meters of it and is moving too quickly IEDs can be disarmed: -Explosive Specialist with a ToolKit can slowly crawl up to an IED to safely disarm it -IEDs can be detected with a Mine Detector TO DO LIST: Add blacklist marker support Add option for script to auto-detect areas to spawn IEDs in KNOWN BUGS: Completely bug free! INSTALLATION: Move the "ied.sqf" from the downloaded file, to your mission folder. Copy & Paste below line into your mission's "init.sqf": execVM"ied.sqf"; Create rectangular area markers in your mission and name them. 3a. Make sure the A and B values of that marker is the same! Example: 500x500 In the "ied.sqf", add the names of your IED area markers to the array in line 1. For example: iedMkr=["myMkr0","myMkr1","myMkr2"]; In the "ied.sqf", you can change the number of IEDs to spawn per marker, on line 5. For example: iedNum=8; //Will spawn 8 IEDs per IED marker Optional Debug Toggle: If you want to see the IED markers in-game, set Dbug to true. For example: Dbug=true; Done! DOWNLOAD LINK (Google Drive) DOWNLOAD LINK (Armaholic) v0.1 (Jul 1, 2017) Change-Log:
  2. Hi! I'm having issues spawning in ACE3 IED's with pressure plate activation on. Currently there's 50 IED's that spawn in, they're simulated objects and should (?) work with pressure plate, yet they don't. Here's the faulty script: if (!isserver) exitwith {}; //Theres a marker called center in the middle of the map _centerMrk = "center"; _dist = 25000; _center = getmarkerpos _centerMrk; _counter = 0; _rDist = 5.75; // Objects used as IEDs _iedList = [ "ACE_IEDLandBig_Range", "ACE_IEDLandSmall_Range", "ACE_IEDUrbanBig_Range", "ACE_IEDUrbanSmall_Range" ]; while {_counter < 50} do { //Create position on map for IED _list = _center nearRoads _dist; _iedType = _iedList select (floor random (count _iedList)); _road = _list select (round random (count _list)); _roadDir = getDir _road; _newDir = _roadDir; _dir = _newDir; _pos = getpos _road; _posx = _pos select 0; _posy = _pos select 1; _tx = (_posx + (_rDist * sin(_dir))); _ty = (_posy + (_rDist * cos(_dir))); _iedPos = [_tx,_ty,0]; //Create IED _trgMan = createVehicle ["I_C_Pilot_F", _center, [], 0, ""]; _ied = createVehicle [_iedType, _iedPos, [], 0, ""]; _ied setDir (random 360); _ied setPos getPos _ied; //So far so good, this is where I have to add some type of way to trigger them because they dont work by themselves like if you place them with zeus [_trgMan, _ied, "PressurePlate"] call ace_explosives_fnc_connectExplosive; deleteVehicle _trgMan; //Add IED to list _counter = _counter + 1; }; If anyone with knowledge about ACE3 could help me out that'd be highly appreciated. //Green
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