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Found 14 results

  1. After a 3 year hiatus all the boats are back! Nautical mines, nautical barricades, Nautical Minefields supporting editor / script placement, SOC-R special operations boats, and the tugboat and freighter. Freighter also has a vehicle-in-vehicle configuration option. The 8-man life raft is back too! Air-launched sea mines including US-designed Quick Strike sea mines, and Russian/Soviet design MDM-3 and MDM-5 models. Air-launched mines support Jets dynamic loadouts for vanilla and several mod factions to include CUP, pook BOMBER pack, pook EF-2000, and VME PLA mods. More mod support may be added in the future. Upload to Steam complete. Upload to my OneDrive is complete (150mb 7zip) Fully signed; bikey is included as well: https://onedrive.live.com/?id=5B54FC51A7917265!156706&cid=5B54FC51A7917265 CHANGELOG I'M KING OF THE WORLD!!! Yes the SOC-R boats too! (yes these are A2 pics) Nautical Mines also made it back! Support for dynamic loadouts for numerous mods including CUP, POOK Bombers, POOK EF2000, Vanilla BIS, and VME PLA. Minelayer can lay individual mines that spawn directly behind the boat (15 second charging delay), or lay a minefield with a 30-second arming delay. Minefield is a 150m area with randomly placed mines! 🙂 Editor/script-based minefield placement can consist of any of the mine types and automatically selects shallow mines depending on water depth. Available in either 150m- or 300m sizes. Beach barricades include mined concrete Dragon Teeth barricades and mined Hedgehog.
  2. What does this script do? This script creates a minefield with a random number of mines and IED, positioning them in a random way inside the given area. Does not include APERSTripMine (mines with cable) Does it work in multiplayer? Yes, it works in MultiPlayer and SinglePlayer Parameters _area → Marker → Set a marker area with the size you like in editor _minMinesCount → int → Minimum number of mines you want in the area _maxMinesCount → int → Maximum number of mines you want in the area How do I call the script? Just get into your init.sqf and place it like this, has to be server only. If you have multiple minefields you have to add multiple lines with each marker and number of mines. if (isServer) { ["MarkerName", 10, 30] execVM "randomMinefield.sqf"; }; Next improvements - Will use marker position and specified range manually instead of marker size which is not very handy. randomMinefield.sqf (thanks to Hypoxic125 for the error feedback) //Uncomment following if used as function //params["_area", "_minMinesCount", "_maxMinesCount"]; //Uncomment following if used as script _area = _this select 0; _minMinesCount = _this select 1; _maxMinesCount = _this select 2; _minesArray = ["ATMine","APERSBoundingMine","APERSMine","IEDLandBig_F","IEDUrbanBig_F","IEDUrbanSmall_F","IEDLandSmall_F"]; _minesCountInArea = random[_minMinesCount, _maxMinesCount/2, _maxMinesCount]; _areaDimensions = getMarkerSize _markerArea; _minesPositionRange = _areaDimensions select 0; //Creating random position and spawning mines for "_i" from 0 to _minesCountInArea - 1 do { _randomPos = [[_markerArea], []] call BIS_fnc_randomPos; _randomPos set [2, 0]; createMine[selectRandom _minesArray, _randomPos, [], 0]; }
  3. Olá! For some reason, I can't see any landmine as editable on Zeus: _mine = createMine [_mineType, _mfPos, [], _mfRadius]; // https://community.bistudio.com/wiki/createMine if ( debug_monitor ) then { { _x addCuratorEditableObjects [[_mine], true] } forEach allCurators; // <---------------------- }; Even if I change [_mine] for allMines it doesn't work. But if I use (for a test) allUnits, all units run editable on Zeus as expected. What's the difference between other objects and landmines for Zeus?
  4. Hi. Is there a stable way to check if the explosive device is a simple step on mine or if it has a remote detonator (can be activated from a distance using the action menu)? I want to make a function that distinguishes these two types of explosive devices. Tried to find these differences in the config viewer but no result. For example, if a player has "DemoCharge_Remote_Mag", "ATMine_Range_Mag", and "APERSTripMine_Wire_Mag" in his inventory, only "DemoCharge_Remote_Mag" should be returned as distance detonable. Thanks.
  5. Hi, Little method to touch off a dispenser while penetrating in an area. 1 place a trigger with the wanted activation, 2 place some mine dispensers (LOW DLC), name them 3 on act of the trigger: driver (thislist select 0) addOwnedMine md1; driver (thislist select 0) action ["TouchOff", driver (thislist select 0)] // where md1 is a name of a dispenser... NB: driver is just to touch off in case of vehicle entering. If you want, you can skip that (driver) but make your trigger activated on infantry only. Enjoy.
  6. I have a Minefield use'ing the A3 mine Module, but I have now idea to make a trigger fire when all the mines are deactivated. I know it needs to be something like this... if allMines are Active then don't activate... or something like that. My scripting is still very rough so I am just lost on where to start to get that to where I want it.
  7. Attached some delayed waypoints to see what happends if non playable character walks across explosives, it did not work. Although it is also visible, that player damages as well. AI has no bleeding.
  8. I found out that my APRES mine dispenser is throwing mines only ONE meter away in any throw I tried. It should be 7 or 20 meters. Is there anybody with same problem?
  9. Can anyone please help, I've tried Remnants of War but I already have a problem with id'ing mines: I walk up to them with mine detector, they blink, and most of them light up with red triangle, but not all. The small ones that only show a small round on top are not id'd at all. Any ideas?
  10. Ze_Depressed_Panda303

    Apers tripwire mines Broken

    The Apers tripwire mines do not detonate! When placed down they do not detonate when you touch the tripwire, the only time they detonate is when you touch the very end of the wire attached to the little stake in the ground, other than that you can do cartwheels on the wire and the explosive charge itself and absolutely nothing will happen.. please can someone help me out here..
  11. I want a CSAT member team place a mine when he reach a waypoint, it dosen't work for me the fire command (unless im doing it wrong). i Tried but nothing... and of course i did it in console debug and waypoint activation. I thought maybe an action, but neither. Like; Also I'm using a non demo specialist, instead a recon sniper unit. Ideas?
  12. does anyone have a list of all the mine trigger config types, and how they simulate? the ones I've been able to find so far are RangeTriggerBounding RangeTriggerShort WireTrigger RangeTrigger TankTriggerMagnetic RemoteTrigger IRTrigger I know there are also different simulation types, which just compounds this. but the full trigger list and a brief description would be a good start
  13. Hello I like the mines and IED's but one of the problems is that they basically cause an instant kill in reality they would severely injury the infantry i.e leg and foot amputation. Question ? Is there a way to edit their damage rate of the mines/ ied's to something more realistic ? Thanks
  14. Hello. Is there a way to put a trigger around the minefield sites module that will detect when all of the mines have been defused? I am building a mission on Zargabad and this will involve disarming mines scattered around the city. Is this possible, or should I just use mineactive() and lay the mines by hand? I am thinking this could work if you could detect all the mines inside a trigger and then activate when they are all deactivated. But this would make the mission easier if this could be done. I have this code in a trigger. {["mine_", str(_x)] call BIS_fnc_inString} count (thisTrigger nearObjects 10) > 1; But this will not fire once I have disarmed and removed the mines. I am using ACE3 and Alive. Thank you. #EDIT, realized my mistake, probably should be. {["mine_", str(_x)] call BIS_fnc_inString} count (thisTrigger nearObjects 10) < 1; ;). This works. Put this in a trigger surrounding the minefield and this triggers when they are all disarmed. Should be very useful to someone else in my situation.
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