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FICTIONAL UNEXPLODED ORDNANCE, SYSTEMS, and E.O.D EQUIPMENT by R. Von Quest VERSION: v0.2.3 Beta UPDATED: 19 January 2019 DONATE: Support Project // INTRODUCTION: Work-In-Progress. This is the Stand-Alone Module of my Explosives & EOD Addon from my SpookWarCom Project. As most EOD stuff is just a BIP (Blow In Place); I wanted to do something a little closer to the fictional side, and have a system where you have to know what you are doing and solve a step-by-step procedure to disarm the explosive. I will be including my IMS "BombBuddy" Ion-Mobility-Spectrometer to detect both in-game mines & explosives, and all the IEDs included in this amazing mod. I do not like the "I see a mine!" in the game. So what? If you see it, where? When you have all the nonsensical "helpers" turned off, he still shouts out he spots something. This is silly. So I'm building my own detector that will 'sniff' the molecules in the air to detect various chemicals and the additives in explosive materials. It will only display a readout of various indicators and a vague 'strength' signal (parts-per-million). I also have in production several, ok numerous, oh wait... no, over 100+ IEDs coming to put into your missions that all will have unique ways of disarming! I have 10 prototyes each with 10+ levels of disarming procedures with numerous types having a complex muti-step process to disarm. Total of 100-200 Bombs! Memorizing how to disarm will be virtually impossible do to with the sheer vast number of randomly generated IEDs. If you do not go through the training process and do not understand what you are doing, kaboom! No more just clicking the X to disarm. You will need the right tools, and click exactly on the part required. Several types will even have anti-handling devices. Motion sensors, light sensors, etc. complete with random timers and other surprises that I won't reveal here. Explosives will be C4, Mines, Chemical, Radioactive, etc. "Initial Success or Total Failure" // FEATURES: I.M.S BombBuddy detects ALL EXPLOSIVES Numerous Tools and Equipment Both Fictional and Realistic Explosives Disarm "Movie-Style" Bombs Disarm In-Game Bombs & Explosives Minefields: APERS Landmines Minefields: Mk6 Watermines Minefields: PDM-1 Amphibious Suicide Bomber Terrorists and Extremists Random Spawns and Variables ...And many more coming SOON!!! // NOTES: More Info coming soon. This was just an upgrade into a Stand-alone Project. Many more cool options are right around the corner! *kaboom* // KEYBINDING: Shift + E // REQUIRED: 1. CBA A3 - Community Based Addons A3 // DONATE: DOWNLOAD =VQI= FUSE Explosives & EOD Project Von Quest Industries // LICENSE: // CREDIT & THANKS: *n/a
The road to Lolosalam is heavily mined. In order to restore access for our forces and build rapport with the local populace we have initiated a clearing operation. As an EOD specialist you will be attached to the lead element. Your job is to clear mines when requested to do so in order to facilitate mission fulfillment. Following this mission you will spend the night in the hills surrounding Lolosalam. In the morning you will RTB. Your callsign will be 'Keymaster'. You will be attached to a small fireteam codenamed 'Seeker'. Following you will be two rifle squads codenamed 'Reaper' and 'Slayer' respectively. Headquarters callsign is 'Crossroads'. This is a very basic mission with very little scripting, but it feels really good and almost like you're really on a deployment. You (and up to 3 of your friends) are EOD specialists in the United States Army and are attached to a fireteam which will lead and assist you. You need to move in a convoy of 3 MRAPs to the city of Lolosalam, securing the path along the way for more troops to follow in your wake. You ride in the front MRAP while the two MRAPs following behind you contain regular U.S. Army rifle squads to support the ultimate Lolosalam objective. You start at the base by an arsenal box. Get whatever gear you need out of there and then go to the front of the base and get in the lead MRAP. Don't worry about the fireteam leader bitching at you over the radio, they will never leave without you because they need you. All you have to do is concentrate on your job. The AI will (should) do their job without you having to babysit them. They will order you from time to time to defuse or destroy an IED blocking the path of the vehicles. After you're satisfied that the area is safe get back in the MRAP and the convoy will start moving again. If you ever come under fire or are attacked simply retreat to the MRAP and re-assess the situation. If you have to clear a path of IEDs while under fire it is easiest to simply detonate them with an explosive charge. The front MRAP has a decent supply of these explosive charges for dealing with the IEDs. Be careful because some IEDs are dual-charges and are designed to kill EOD. This usually takes the form of an anti-personnel landmine placed on top of or near the main IED. Use your eyeballs and be cautious. This mission starts out very slow and boring because not much happens at first. There are long periods of driving through the mountains looking at the sights and listening to music, but the Taliban are always watching you. If you look closely in the hills you may see them planning your future demise. As you get closer to Lolosalam, that dreaded city, more and more activity will start popping up. Your troops should deal with the enemy most of the time (as long as they can find/see them) and will even call in air support to help level the playing field. This all plays out over sidechat radio. To actually win the mission and end the game you just have to clear the way and let the two rifle squads do their patrol around Lolosalam. They will inform you of further developments. No Taliban can be in or near Lolosalam. You can make the Taliban retreat without having to hunt down and kill every last one. If they feel like they're getting fucked up they'll run into the hills to regroup, just like real life. This mission can be completed without taking a single U.S. casualty, but one wrong move can also instantly take the lives of about 40 people. Possible glitches/bugs you may encounter: - Vehicles falling off mountains - A-10's crashing during CAS runs - No lag during most of the mission but a lot of lag inside of Lolosalam Top two are caused because of the nature of the map Clafghan and its extremely steep slopes. I did everything I could to kind of code around it though, so it should be okay most of the time. The last one is simply in regards to your CPU and possibly RAM. I've had two people play this same exact mission and one had 120 FPS the whole game, the other had 120 FPS and then about 15 FPS once they entered Lolosalam. A dedicated server and headless clients will mitigate this issue. Let me know if you run into any problems. Note: Default view distance is 4500 for gameplay purposes. This seems to be okay for most people. If you need to turn it down the host or any logged in admin should be able to access the debug menu in-game in multiplayer. Simply type "setviewdistance NUMBER;setobjectviewdistance NUMBER" and hit global exec or something and it should change it for everyone. I'll add in an option later that lets you select the view distance at the beginning of the mission. Download: http://steamcommunity.com/sharedfiles/filedetails/?id=1265397099
http://steamcommunity.com/sharedfiles/filedetails/?id=1229944898 I decided to create a series with each mission focusing on one specific type of soldier/task, this one entry is EOD. I used the AAF to give it a more modern day feel while keeping it vanilla. Used Tanoa to give it a vietnam flavor. Steam description: Step into the shoes of a soldier in an EOD unit during operations on Tanoa. The AAF have been engaged with Syndikat and remnants of the former dictatorship's loyalist army for the last 8 months. The guerrillas have access to large pre-overthrow stockpiles of anti-tank and anti-personell mines as well as improved explosive devices. Because of this our EOD unit has been kept busy during the occupation. During today's operation we will be escorting a tank platoon along a main supply route and clearing any minefields using our mine clearing rockets from the bobcat. We have multiple infantry units currently executing various missions and raids accross the island so be prepared to get tasked away to help them clear any explosives they encounter. Vanilla mission, only requires Apex. (Although from the latest update all Arma 3 users now have Apex assets so you may be able to play it, just with the expansion purchase advert in the corner.) (Mine Clearing Rocket script by John Harvey https://github.com/john681611/detcord.VR/releases ) Let me know of any bugs or issues and feel free to give me feedback for suggestions for this mission or how I can better accomplish things for future missions.
The hum of the lights whispering secrets as footfalls echo throughout the hangar... Introduction This will the official WORK-IN-PROGRESS Thread for all projects. Released, Un-Released, Concept, Discussion, 3D Models, Feedback, SQF Scripts, Teasers, and general spit-ball'n of Ideas. Rather than create a seperate thread each and every time, I wanted to have just one centralized location for everything whether its been green-lit for release, or it was a smoldering heap of miscalculated rocket fuel. Check back often HERE as this Main Post will get updated from time to time. Silent Service -- Submarine Project: Frogmen -- Combat Diver Project: SpookWarCom -- Black-Ops Project: Feet First into Hell -- H.A.L.O. Project: