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Reezo
Mar 16 2011, 16:17
1 Triggerman 1 IED. All kids must share equal fun.

ckolonko
Mar 16 2011, 16:27
Cheers mate. I dont have OA so I cant run the sixth sense mission. And the triggerman script I am using is IEDdetect_triggerman.sqf
I can get the civvi trigger man to detonate himself but not a Skoda car.

Kremator
Mar 16 2011, 17:42
Amazing! But I won't look into it because I have v1.5RC8 almost ready.

Oh goody! Can't wait to see the new version!

Reezo
Mar 16 2011, 17:51
RC7 was good in terms of ideas, not so much in terms with coding, lol

I am staying home sick (flu) so release times might shorten :)

Kremator
Mar 16 2011, 18:50
Oh man .... get well soon. I've heard that coding an IED script helps people feel better ;)

I.S.U. Ben
Mar 16 2011, 20:28
Is there a way to make this script reactivate after i die? I read darkeclips post but did not understand his instructions

Reezo
Mar 16 2011, 21:07
V1.5RC8 released!

This is probably going to be the last RC before the official stable release. I have tested this version extensively and - for the moment - everything works.

Expect less baby-care support from this moment on, ladies :)

Check first post, updated version of Sixth Sense working as well.


Changelog:
V1.5RC8:
- FIXED: Various bugfixes in the triggerman and triggerman-spawn scripts
- IMPROVED: More realistic behavior and decision-making for the triggerman
- IMPROVED: Better handling of damage for attached IEDs and the related detonation
- IMPROVED: Optimized code
- CHANGED: Attached IEDs no longer visible on the roof of a vehicle

To those whose questions I have not answered: I do not answer to what I do not know or did not have enough time to build a reasonable knowledge, sorry.

Kremator
Mar 16 2011, 22:32
Woohoo ! Trying this baby out now :)

Get well soon mate !

UGLY58
Mar 16 2011, 23:03
Reezo,

I like it when your sick :)

Thanks for the rapid turn around, I `ll test the same things I did last night and get back to you with results.

EDIT:

You are a star, all fixed works a treat, even the triggers I built ! Well done that man, tested the same as last night and all good :)

BTW - Have a word with Kylania (http://www.kylania.com/ex/) ref the Suicide IED script. His has the guy running at you when he chooses a victim. Adds a whole element of immersion and fear !

Reezo
Mar 17 2011, 10:52
I was born sick but not that kind of sick that keeps one home for 2-3 days with fever lol

Anyway thank YOU guys for the extensive testing..I know it has been a long way but I don't like staying 1 month in silence to do one release..it kills my motivation, I prefer to release RCs that people can try out and track progress with.

I will add the 'run to victim' in the final stable version :) it is not hard, I has something like that in mind just for when the triggerman is a suicide bomber and not a remote detonator.

Now, one last thing I would love to add is a script that knows all the map city centers and places triggers automatically, for the spawn..

This will be the treat for final v1.6

ckolonko
Mar 17 2011, 13:58
Loving the script Reezo. Got it to work!!!!!
Also a quick suggestion for the future. I think it would be good if the IED's could be set off via a 'pressure plate'/trigger.

Kremator
Mar 17 2011, 14:54
Now, one last thing I would love to add is a script that knows all the map city centers and places triggers automatically, for the spawn..

This will be the treat for final v1.6

and THAT ladies and gentlemen is the icing on the cake - the Holy Grail of IED scripts !

To be able to drop a script into ANY mission (with SILVIE and ALICE or not) and have the bejaisus scared out of you, where you can trust NOONE would be great!

It's great having a small part in testing some of this stuff and watching it grow (and Reezo's fame grow with it !)

BRAVO mate ..... BRAVO !

Reezo
Mar 17 2011, 15:54
@<hidden> the pressure plate idea is nice. I might add a specific script to, it is not going to be hard after all this :)

@<hidden> thanks man. I think I have it down even better: I am going to create a script that works as some sort of Ambient Combat Module:

- works by being run in init.sqf
- scans for group leaders and works for them, only
- scans for the leader to be in proximity of a group of civilians
- checks % against your user-configure %
- applies the triggerman spawn script on one of those civilians, which basically does the same thing as dynamically placing a trigger everywhere you go :)

This means:
- not dependent from ALICE and SILVIE
- not dependent from city centers
= maximum compatibility on every scenario :)

ckolonko
Mar 17 2011, 16:09
Cheers Reezo. Keep up the great work.

Reezo
Mar 17 2011, 18:01
I just added three different behaviours to the suicide bomber:

1) Surrender, pray and detonate
2) Shout, run to victim, detonate
3) Run to victim, shout, detonate

33% chance each. 10 lines of scripting..a lot more fun :)

Kremator
Mar 17 2011, 19:44
Number 1 is VERY nasty !

I like the way your mind works :)

Reezo
Mar 17 2011, 20:08
In a script-eous way lol

War movie 101 ;)

I'll make sure the pressure-based detonation script is also present in the final version. I am going to make it so you place an object near a road, init it with the script and it will be triggered by something as heavy as you decide (man,cars etc.)

This is what is shaping to be IEDdetect_ambientBombers.sqf
coding on top of my head..

//////////////////////////////////////////////////////////////////
// Function file for Armed Assault
// Created by: Reezo of SR5 Tactical - www.sr5tactical.net
// IED Detection and Disposal Scripts
//////////////////////////////////////////////////////////////////

// INIT
if !(local player) exitWith{};
if (player != leader group player) exitWith{};
private ["_civilians","_vehicles","_triggerman","_minNumber","_chance","_interval","_IEDtype","_beep","_scanArea","_fearArea","_detArea","_enemySide","_rnd","_fate","_actualPos","_y"];

waitUntil {reezo_IEDdetect_initComplete};

_minNumber = _this select 0;
_chance = _this select 1;
_interval = _this select 2;
_IEDtype = _this select 3;
_beep = _this select 4;
_scanArea = _this select 5;
_fearArea = _this select 6;
_detArea = _this select 7;
_enemySide = _this select 8;

_civilians = [];
_vehicles = [];

// MAIN LOOP
while {alive player} do {

//RANDOMIZE BASED ON CHANCE AND RUN CODE ONLY IF TRUE (SAVES CYCLES IN ACCORDANCE WITH KYOTO PACTS)
_fate = random 100;
if (_fate < _chance) then {
//CHECK HOW MANY CIVILIANS ARE IN THE AREA
_nearPeople = (getPos player) nearObjects ["Man",200];
for [{_y = 0},{_y < (count _nearPeople)},{_y = _y + 1}] do {
if (side (_nearPeople select _y) == CIVILIAN) then {
_civilians = _civilians + [_nearPeople select _y];
};
};
//PROCEED ONLY IF ENOUGH CIVVIES ARE FOUND
if (count _civilians >= _minNumber) then {
if (reezo_IEDdetect_debug) then { player globalChat "DEBUG IEDDETECT_AMBIENTBOMBERS: ENOUGH CIVILIANS FOUND" };
_triggerman = (_civilians select (floor (random (count _civilians))));
_rnd = random 1;
_nearCars = (getPos _triggerman) nearObjects [_IEDType,_scanArea];
//DECIDE: SUICIDE BOMBER OR TRIGGERMAN?
if (_rnd < 0.5 && count _nearCars > 0) then {
for [{_y = 0},{_y < (count _nearCars)},{_y = _y + 1}] do {
_vehicles = _vehicles + [_nearCars select _y];
};
_bomb = (_vehicles select (floor (random (count _vehicles))));
if (reezo_IEDdetect_debug) then { player globalChat "DEBUG IEDDETECT_AMBIENTBOMBERS: BOMB IS OBJECT" };
} else {
_bomb = _triggerman;
if (reezo_IEDdetect_debug) then { player globalChat "DEBUG IEDDETECT_AMBIENTBOMBERS: BOMB IS TRIGGERMAN" };
};
//FINALLY ACTIVATE THE SON OF A BITCH
nul0 = [_triggerman,_bomb,_beep,_fearArea,_detArea,_enemySide] execVM "scripts\IEDdetect\IEDdetect_triggerman.sqf";
while {position player distance position _triggerman < 200 && alive _triggerman) do {
if (reezo_IEDdetect_debug) then { player globalChat "DEBUG IEDDETECT_AMBIENTBOMBERS: WAIT TYPE 2" };
sleep _interval;
};
};
} else {
//YOU NEVER GET ENOUGH SLEEP WHEN YOU ARE A LAZY PERSON
if (reezo_IEDdetect_debug) then { player globalChat "DEBUG IEDDETECT_AMBIENTBOMBERS: WAIT TYPE 3" };
sleep _interval;
};

//SLEEP IF PLAYER DOES NOT MOVE FROM THE AREA
_actualPos = getPos player;
while {_actualPos distance position player < 200} do {
if (reezo_IEDdetect_debug) then { player globalChat "DEBUG IEDDETECT_AMBIENTBOMBERS: WAIT TYPE 1" };
sleep _interval:
};
}; //END MAIN LOOP

// END
if (reezo_IEDdetect_debug) then { player globalChat "DEBUG IEDDETECT_AMBIENTBOMBERS: SCRIPT COMPLETE" };
if (true) exitWith{};

Kremator
Mar 17 2011, 21:22
Have just been looking at the great scripts shuko has and there is one that simulates ALICE and SILVIE in script form.

http://derfel.org/arma2/scripts/SHK_populate/readme/

Have a little look Reezo (and others) to see if this could be used in conjunction with the new scripts to create a populated area WITH nasty surprises !

Reezo
Mar 17 2011, 21:25
This is actually GREAT for maps like Fallujah where ALICE does not work!

The cool thing is you can run both scripts in random order, you don't need mine to be before or after that one, for any reason. It works as a continuous check around the player with various optimizations..so if civilians spawn at a later time (even mission based ones!) it will work anyway..

Kremator
Mar 17 2011, 21:28
Check out the other great scripts that shuko has as well ... some GREAT ones. Me not being a coder is a real shame sometimes ... so glad there are people like you around Reezo to make up for my shortcomings :)

Reezo
Mar 17 2011, 23:30
Will do, definitely. Things are looking good here, I should be able to have the script done anytime soon.

Wolffy.au
Mar 18 2011, 00:26
Now, one last thing I would love to add is a script that knows all the map city centers and places triggers automatically, for the spawn..
You need a hand with this, I've got the code right here...:)

If you want to cater for custom city locations also, use this method.


waitUntil{!isNil "BIS_fnc_init"};
{
_twn = _x;
} foreach (bis_functions_mainscope getvariable "locations");

Reezo
Mar 18 2011, 00:30
Thanks Wollfy!

I've made my script "follow" the group leader rather then the city locations, as a sort of Ambient Combat Module, only for triggermen/suicide bombers. This way you could always find a suicide bomber in the middle of a desert road, or any other place not directly related to city locations.

The script works on group leaders and starts off when a determined quantity of civilians are found in proximity of the leader. If the leader stays still in the same location, the script will pause. It will also pause once a triggerman is created to avoid spamming suicide bombers eheh

but thanks, i've been wondering about that for really a long time..I knew it could be done because Mando Missile has that in the Navigation menu :)

Future Changelog for v1.6:

V1.6
- ADDED: "Ambient Bombers" Script: dynamic random creation of suicide bombers and triggermen among civilian (from ALICE or editor-placed)
- ADDED: Pressure plate/proximity IED, can be set to anti-personnel or anti-vehicle, detonates on pressure

UGLY58
Mar 18 2011, 01:07
Reezo,

1. I already have (in my mind) your trigger script working with ambient civilians at least on Takistan. Being that its trigger based with civilians present, this trigger only becoming true when civilians are generated by ALICE2 as players approach. Ambient vehicles is still a little dummer but provides cars for the car bombs.

2. I am looking at various bits of "furniture" such as market stalls. garbage bins etc to run as additional IED object possibilities, replacing the "car" class type in the trigger. Be even nicer if that could be made random, but my scripting knowledge ends at the mission writing stage. I guess a random IED object generator within the trigger action would do the trick, spawn the random item, attach IED, generate trigger man. Is this in the realms of possibility ?

3. I would like to test your pressure plate IED script but I am not sure on how to set it. Via Trigger or item init ? It would be nice to again make this random, either by position or item. Makes missions so much more repeatable.

4. Nice to see the suicide bombers doing random actions, nice touch.

5. Electronic counter measures. Be nice to have a bomb jammer instead of a detector, more realistic. This should be able to jam long range remote detonated bombs, but obviously not the pressure plated items. This should really be for wireless remote detonated devices, where you can put the trigger man up on a hill with a set of binos and a radio trigger. I have this observation routine working on OPFOR artillery observers, should be able to make long range triggermen like this. The nice ballancer is if people stay in a vehicles protective EW bubble they would be safe.

6. More ideas to come, awesome script, its adding nice polishing touches to my soon to be public beta mission, that you will love. Its going to be as real as I can get.

ckolonko
Mar 18 2011, 09:21
Regarding the Pressure Plate IED. Is there a way to make it so that the position can be set but will randomly appear?

Reezo
Mar 18 2011, 15:32
1. I already have (in my mind) your trigger script working with ambient civilians at least on Takistan. Being that its trigger based with civilians present, this trigger only becoming true when civilians are generated by ALICE2 as players approach. Ambient vehicles is still a little dummer but provides cars for the car bombs.
You don't need to use the trigger method with my script (triggerman_spawn.sqf) in the next version you will be able to add a line to the init.sqf and run a script (ambientBombers.sqf) that will attach and run only to group leaders of a specific side (dynamically changing if the leader changes). This script works in conjuction to the leader presence, not the civilians. This means it works with ALICE and non-ALICE civilians (e.g. editor-placed). You can set a % of bombermen presence and the minimum amount of civilians to run for. You can set a pause interval time between checks but the script is already highly optimized: it pauses if the leader stays in the same area or if a triggerman was found and the leader stays in his town. If a leader moves away from the triggerman town, the script restarts normally. It is a very nice piece of script that could easily become an in-editor module "Ambient Bombers".


2. I am looking at various bits of "furniture" such as market stalls. garbage bins etc to run as additional IED object possibilities, replacing the "car" class type in the trigger. Be even nicer if that could be made random, but my scripting knowledge ends at the mission writing stage. I guess a random IED object generator within the trigger action would do the trick, spawn the random item, attach IED, generate trigger man. Is this in the realms of possibility ?
I think if you put "any" you will have total random class usage :)


3. I would like to test your pressure plate IED script but I am not sure on how to set it. Via Trigger or item init ? It would be nice to again make this random, either by position or item. Makes missions so much more repeatable.
Via object init. it uses three parameters: [this,0,0], this being the item, 0 the beep (0,1,2) and 0 being the pressure type (0=anti-personnel, 1=anti-vehicle). The randomization factor could be in the object properties: placement radius and probability of presence? This should answer ckolonko's as well :)


4. Nice to see the suicide bombers doing random actions, nice touch.Yeah, we got some nice 50cal moments during some town patrols, all of a sudden from the town market area a woman starts running towards the HMMWV..sometimes they scream before running, sometimes after, so this makes it harder to understand. Btw the woman was running from something else, the gunner didn't let her come close anyway..cruelty of war.


5. Electronic counter measures. Be nice to have a bomb jammer instead of a detector, more realistic. This should be able to jam long range remote detonated bombs, but obviously not the pressure plated items. This should really be for wireless remote detonated devices, where you can put the trigger man up on a hill with a set of binos and a radio trigger. I have this observation routine working on OPFOR artillery observers, should be able to make long range triggermen like this. The nice ballancer is if people stay in a vehicles protective EW bubble they would be safe.
It could be done, in the future I might start to look into what is realistically used even if at prototype-stage, to add different kind of detectors. What I'd love is to have the Nomad as a real item, running the script if you have it on you.


6. More ideas to come, awesome script, its adding nice polishing touches to my soon to be public beta mission, that you will love. Its going to be as real as I can get. Awesome! I'll upload it into SR5 server and we'll definitely play it! Word :)

ckolonko
Mar 18 2011, 16:00
Cheers, Reezo. Got it working. Love how the IED beeps three times before detonation! You have certainly made an excellent script. I also like how the two IED types can be set off by only infantry or a vehicle. Is there any chance of a third option for an IED that can be set off by both? And also would it be possible to have a random charge, e.g anything from 30mm-GBU as well as making the bomb less likely to detonate if you move towards it slowly to disarm it?

Reezo
Mar 18 2011, 16:13
Cheers, Reezo. Got it working. Love how the IED beeps three times before detonation!

;) eheh yeah

Reezo
Mar 18 2011, 22:19
From the upcoming readme.txt


4g) You can also use what I called the "Ambient Bombers" script. To do so, write this in your init.sqf file:
nul0 = [200,4,50,10,"car",0,55,30,25,WEST] execVM "scripts\IEDdetect\IEDdetect_ambientBombers.sqf";
Where:
200 - is the ambient radius from the player
4 - is the minimum amount of civilians near the player
50 - is the % of presence of a triggerman among them
10 - is the scan interval time
"car" - is the object classtype of what could potentially host triggermen bombs (there is always a 50% chance it will be a suicide bomber)
0 - is the beeping (0=no beep, 1=beep, 2=random)
55 - is the area to scan for suitable objects (e.g. "car") and attach the bomb to one of those, randomly. This is also the scan area for the triggerman to trigger the bomb
30 - is the area to scan for hostiles that can instill fear in the triggerman (read above for how fear works).
25 - is the area to scan for possible victims that will make the triggerman touch the bomb off.
WEST - is the side to consider enemy of the triggerman

This script works by attaching itself to group leaders of the enemy faction ONLY (WEST in the example). This means it will work as a sort of Ambient Combat Module (ACM), following group leaders and "making things happen around them". The script checks for civilian presence in a pre-determined "ambient radius" (200m in the example) around the player. If a minimum number of civilians (4 in the example) is found, it will try the % of presence (50 in the example) for a triggerman to be among them. If positive, it will turn one of the civilians into a triggerman and decide whether it is a suicide bomber or a remote-detonator. In case it is the latter, it will scan for a specific object class ("car" in the example) in a pre-determined radius from the triggerman (55 in the example) and attach a bomb to it. After that the triggerman will behave just like illustrated in the previous paragraph. The script pauses itself for the interval specified by the user (10 in the example) if the player stays around the same area or around the same triggerman. The script attaches itself to new leaders in case a group leader changes. This script works well with ALICE-created and user-created civilians. It also moves with the player so it is very easy to use and is totally automated.

Kremator
Mar 19 2011, 09:03
Great stuff!

Reezo
Mar 19 2011, 11:30
I am going to post the pre-release here, without making a big announcement. You guys test it and let me know, if everything works I will release it in the main page as well. After all, all we need to try out is the ambient Bombers part, which worked for me very well, because the pressure plate script is as easy as you can say BOOM.

One thing I've forgot to mention is that IEDs created with this script are sensible to damage. This makes it possible for an EOD to use anti material rifles to detonate the IED safely from a distance if the situation allows it. As some of you know, EOD soldiers have a fairly good knowledge of precision rifles such as the M107 because they get trained to use it on the field for the purpose of detonating ordnance from afar.

If this is wrong info, please correct me. Some may have seen something related to this in the movie "The Hurt Locker" where fans complained the m107 scene was unrealistic. The director replied it was not since the confidence in using the rifle comes from this ordnance disposal training which also involves long range shooting.

Kremator
Mar 19 2011, 13:05
Sounds like a good idea Reezo.

/me is ready to test :)

Reezo
Mar 19 2011, 17:19
Here is the test version of v1.6:
http://www.mediafire.com/?0ucsu194bl0t7c1

happy testing :)

Kolmain
Mar 20 2011, 00:44
Is there anyway to add an IED weapon or something that can be detectable on the unit using ACE2? Thinking you should be able to search people for it, maybe make the triggerman stay 10m from west units if not suicide?

Reezo
Mar 20 2011, 10:55
It could be done but I need documentation on ACE2 search/disarm function, until now I haven't found much and it seems to produce no results when used on civilians.

For 10m just use 10 as detArea

ckolonko
Mar 20 2011, 19:10
Is there anyway to make the Display show up on 4:3 aspect screens at all?

Reezo
Mar 20 2011, 19:25
Is there anyway to make the Display show up on 4:3 aspect screens at all?

I fear the only solution will be to move the display center-bottom and right-bottom. I could move it slightly to the center but At that point centered could be better.

It is weird because I used relative screen positions, it should be in the corner for all screen formats..anyone has a clue about it? Maybe it is an A2 glitch?


X - the offset from the left side of the window (0..1; 0.0 = left side; 1.0 = right side)
Y - float the offset from the top side of the window (0..1; 0.0 = left side; 1.0 = right side)

ckolonko
Mar 20 2011, 19:43
That's be fine as long as I can see the display.

SpectreRSG
Mar 20 2011, 19:57
Reez, there's 9 of us doing this at this moment.

We came across two incidents:
1) When two bombs are within detection range, the detectors spazzes out rendering it useless. It constantly detects one after another and never places a waypoint on the map because of it's infinite loop of detections.

2) As we were flying into the IED Course, an IED randomly got attached to our chopper... Can you exclude occupied objects from being able to have an ied attached when the triggerman is searching for a location? (Btw, Lol).

Reezo
Mar 20 2011, 20:12
Lol nice! Did you use ANY?
I will make sure the Air class is checked against the possibilities lol!

And the spazzing out is weird..baad bug. :)

Thanks!

SpectreRSG
Mar 20 2011, 20:15
Well, I'm just scared that it may happen again, when we're on patrol in our M1151's. Is there a way to have it check for any WEST occupied vehicle?

Edit: the chopper was a Venom, if it matters.

Reezo
Mar 20 2011, 20:57
Sure I can add more checks, that is a great find (but a fun one to FRAP) lol

Tell me please: if a vehicle has WEST people in it, it becomes WEST, right?

UPDATE: Spectre, for the "IED detector going crazy" problem, try replace IEDdetect.sqf with this one:

//////////////////////////////////////////////////////////////////
// Function file for Armed Assault
// Created by: Reezo of SR5 Tactical - www.sr5tactical.net
// IED Detection and Disposal Scripts
//////////////////////////////////////////////////////////////////

// INIT
private ["_detector","_range","_interval","_skill","_fakeRatio","_near","_nearCount","_IEDmarker","_rnd","_posX","_posY","_sign","_y","_h","_iedMarkename","_createvarname","_numberMarker","_action_reezo_IEDdetect_remoteDet","_action_reezo_IEDdetect_manualDefuse","_lapse","_nearHosts","_thisHost","_action_reezo_IEDdetect_detach","_fakeIED"];

waitUntil {time > 5};

_detector = _this select 0;
_range = _this select 1;
_interval = _this select 2;
_skill = _this select 3;
_fakeRatio = _this select 4;
_fakeIED = 0;

if (!local _detector) exitWith {};
waitUntil {reezo_IEDdetect_initComplete};

// MAIN SCAN LOOP
while {alive _detector} do {
if (reezo_IEDdetect_debug) then { player globalChat "NOW RUNNING: MAIN SCAN LOOP" };

while {count reezo_IED_detector_objects == 0 OR reezo_IEDdetect_busy == 1} do { sleep (_interval * 2) };

_near = (getPos _detector) nearObjects (_range - ((speed _detector) * 1.25));
_nearCount = count _near;
if (_nearCount > 50) then {_nearCount = 50};

// CASE 1. FAKE IED DETECTED (radio interferences or whatever gizmo might trigger it)
_rnd = random 100;

if (reezo_IEDdetect_busy == 0) then {
if (_rnd < _fakeRatio && reezo_IEDdetect_busy == 0 && _nearCount > 5) then {
if (reezo_IEDdetect_debug) then { player globalChat "NOW RUNNING: FAKE IED CODE" }; sleep 1;

// Script goes busy
reezo_IEDdetect_busy = 1;
publicVariable "reezo_IEDdetect_busy";
_fakeIED = 1;

// ACQUIRE IED AND BROADCAST, adding it to the "Found IEDs" array
reezo_IEDdetect_activeIED = _near select (floor (random _nearCount));
publicVariable "reezo_IEDdetect_activeIED";
reezo_IEDdetect_activeEOD = _detector;
publicVariable "reezo_IEDdetect_activeEOD";

// Scanner notification (Scanning..)
waitUntil {!dialog}; cutRsc ["IEDdetect_01", "PLAIN", 0];
playsound "IEDdetect_beep"; sleep 1;
playsound "IEDdetect_beep"; sleep 1;
playsound "IEDdetect_beep"; sleep 1;
sleep 2;

//MARKER PLACEMENT (approximate)
deleteMarkerLocal "REEZOIED";
deleteMarkerLocal _iedMarkename;
sleep 0.1;
_rnd = random _range;
_sign = random 1;
if (_sign < 0.5) then { _rnd = -1 * _rnd };
_posX = (getPos (_detector) select 0) + _rnd;
_rnd = random _range;
_sign = random 1;
if (_sign < 0.5) then { _rnd = -1 * _rnd };
_posY = (getPos (_detector) select 1) + _rnd;

// GENERATE NAME NOT IN USE GLOBALLY
_iedMarkename = "REEZOIED";
_numberMarker = 0;
if (isnil ("REEZOIED")) then {_iedMarkename="REEZOIED"} else {
_createvarname = true;
while {_createvarname} do {
_iedMarkename = format["REEZOIED_%1",_numberMarker];
if (isnil ("_iedMarkename")) then {
_createvarname = false;
} else {
_numberMarker = _numberMarker+ 1;
};
};
};
_IEDmarker = createMarkerLocal[_iedMarkename,[_posX,_posY]];
_IEDmarker setMarkerShape "ICON";
_IEDmarker setMarkerType "WARNING";
_IEDmarker setMarkerColor "colorRed";
_IEDmarker setMarkerText "IED Approx. Position";
_IEDmarker setMarkerSize [.50, .50];

// Report the fake IED
waitUntil {!dialog}; cutRsc ["IEDdetect_02", "PLAIN", 0];
playsound "IEDdetect_beep2";
sleep 15 + floor (random 90);

// After some time..declare the IED fake
waitUntil {!dialog}; cutRsc ["IEDdetect_07", "PLAIN", 0];
playsound "IEDdetect_beep2";

// Cleaning
deleteMarkerLocal "REEZOIED";
deleteMarkerLocal _iedMarkename;
};

if (_fakeIED == 0) then {
for [{_y = 0},{_y < _nearCount},{_y = _y + 1}] do {

// CASE 2. REAL IED DETECTED
if ((_near select _y) in reezo_IED_detector_objects) then {
if (reezo_IEDdetect_debug) then { player globalChat "NOW RUNNING: REAL IED CODE" }; sleep 1;

// Script goes busy
reezo_IEDdetect_busy = 1;
publicVariable "reezo_IEDdetect_busy";

// ACQUIRE IED AND BROADCAST, adding it to the "Found IEDs" array
reezo_IEDdetect_activeIED = _near select _y;
publicVariable "reezo_IEDdetect_activeIED";
reezo_IEDdetect_activeEOD = _detector;
publicVariable "reezo_IEDdetect_activeEOD";

if (reezo_IEDdetect_debug) then {
hint Format["Array:\n\n%1\n\nActiveIED:\n\n%2\n\nActiveEOD:\n\n%3",reezo_IED_detector_objects,reezo_IEDdetect_activeIED, reezo_IEDdetect_activeEOD];
sleep 1;
};

// Scanner notification (Scanning..)
waitUntil {!dialog}; cutRsc ["IEDdetect_01", "PLAIN", 0];
playsound "IEDdetect_beep"; sleep 1;
playsound "IEDdetect_beep"; sleep 1;
playsound "IEDdetect_beep"; sleep 1;
sleep 2;

//MARKER PLACEMENT (approximate)
deleteMarkerLocal "REEZOIED";
deleteMarkerLocal _iedMarkename;
sleep 0.1;
_rnd = random 5;
_sign = random 1;
if (_sign < 0.5) then { _rnd = -1 * _rnd };
_posX = (getPos (reezo_IEDdetect_activeIED) select 0) + _rnd;
_rnd = random 5;
_sign = random 1;
if (_sign < 0.5) then { _rnd = -1 * _rnd };
_posY = (getPos (reezo_IEDdetect_activeIED) select 1) + _rnd;

// GENERATE NAME NOT IN USE GLOBALLY
_iedMarkename = "REEZOIED";
_numberMarker = 0;
if (isnil ("REEZOIED")) then {_iedMarkename="REEZOIED"} else {
_createvarname = true;
while {_createvarname} do {
_iedMarkename = format["REEZOIED_%1",_numberMarker];
if (isnil ("_iedMarkename")) then {
_createvarname = false;
} else {
_numberMarker = _numberMarker+ 1;
};
};
};
_IEDmarker = createMarkerLocal[_iedMarkename,[_posX,_posY]];
_IEDmarker setMarkerShape "ICON";
_IEDmarker setMarkerType "WARNING";
_IEDmarker setMarkerColor "colorRed";
_IEDmarker setMarkerText "IED Approx. Position";
_IEDmarker setMarkerSize [.50, .50];

// Notify the IED found, add disarm actions
waitUntil {!dialog}; cutRsc ["IEDdetect_02", "PLAIN", 0];
playsound "IEDdetect_beep2";
reezo_IEDdetect_activeIED removeAction _action_reezo_IEDdetect_manualDefuse;
_action_reezo_IEDdetect_manualDefuse = reezo_IEDdetect_activeIED addAction ['<t color="#FF9800">'+"Defuse Bomb"+'</t>', "scripts\IEDdetect\IEDdetect_manualDefuse.sqf", [], 0, false, true, "",""];

//check if IED is attached to something and if it is, place a Detach action on it
if (reezo_IEDdetect_activeIED in reezo_IEDdetect_attachedIEDs) then {
_nearHosts = ((getPos reezo_IEDdetect_activeIED) nearObjects 3) - [reezo_IEDdetect_activeIED];
for [{_h= 0},{_h < (count _nearhosts)},{_h = _h + 1}] do {
_thisHost = _nearHosts select _h;
if (_thisHost in reezo_IEDdetect_hostIEDs) then {
_action_reezo_IEDdetect_detach = _thisHost addAction ['<t color="#FF3300">'+"Detach IED"+'</t>', "scripts\IEDdetect\IEDdetect_detach.sqf", [reezo_IEDdetect_activeIED], 0, false, true, "",""];
};
};
};

// Remote Det possibility
_rnd = random 100;
if (_rnd < _skill) then {
sleep 4;
waitUntil {!dialog}; cutRsc ["IEDdetect_03", "PLAIN", 0];
playsound "IEDdetect_beep2";
reezo_IEDdetect_activeEOD removeAction _action_reezo_IEDdetect_remoteDet;
_action_reezo_IEDdetect_remoteDet = reezo_IEDdetect_activeEOD addAction ['<t color="#FF9800">'+"Remotely Detonate Bomb"+'</t>', "scripts\IEDdetect\IEDdetect_remoteDet.sqf", [reezo_IEDdetect_activeIED], 0, false, true, "",""];
};

}; // END IF

// MAIN WAIT LOOP
_lapse = 1;
while { reezo_IEDdetect_busy == 1 && _lapse < 36 && alive reezo_IEDdetect_activeIED && alive reezo_IEDdetect_activeEOD && reezo_IEDdetect_activeIED distance reezo_IEDdetect_activeEOD < 300} do {
// update IED marker if it moved in the meantime
if (speed reezo_IEDdetect_activeIED != 0) then {
_rnd = random 5;
_sign = random 1;
if (_sign < 0.5) then { _rnd = -1 * _rnd };
_posX = (getPos (reezo_IEDdetect_activeIED) select 0) + _rnd;
_rnd = random 5;
_sign = random 1;
if (_sign < 0.5) then { _rnd = -1 * _rnd };
_posY = (getPos (reezo_IEDdetect_activeIED) select 1) + _rnd;
_iedMarkename setMarkerPos [_posX, _posY];
};

sleep 5;
_lapse = _lapse + 1;
};

reezo_IEDdetect_activeEOD removeAction _action_reezo_IEDdetect_remoteDet;

deleteMarkerLocal "REEZOIED";
deleteMarkerLocal _iedMarkename;

//reezo_IEDdetect_activeIED = _detector;
//publicVariable "reezo_IEDdetect_activeIED";
//reezo_IEDdetect_activeEOD = _detector;
//publicVariable "reezo_IEDdetect_activeEOD";
}; // END FOR
}; //END IF FAKEIED == 0
}; // END IF IEDDETECT_BUSY == 0

reezo_IEDdetect_busy = 0;
publicVariable "reezo_IEDdetect_busy";
sleep _interval;

}; // END WHILE

if (reezo_IEDdetect_debug) then { player globalChat "reezo_IEDDETECT DEBUG: IEDDETECT.SQF COMPLETE" };

if (true) exitWith {};

SpectreRSG
Mar 20 2011, 21:54
I'll put it in, and get back to you if it happens again.


Tell me please: if a vehicle has WEST people in it, it becomes WEST, right?
Not a clue. Sorry.

Reezo
Mar 20 2011, 22:16
No problem.

If you want to get the whole updated suite guys, get it here:

http://www.sr5tactical.net/reezo_ieddetect_v16rc.7z

this is still unreleased officially but, there :)

SpectreRSG
Mar 20 2011, 22:28
Just to make sure, that download consisted of the file you wanted me to change, right?

Edit: also, 4a on your first page says to turn a vehicle into a detector as well. Did you tell me a few days ago that I couldn't make an empty vehicle a detector?

UGLY58
Mar 20 2011, 23:05
I was looking for suitable items to turn into IEDS. I got a bit carried away, but if you are looking for an item to attach IEDs to, here is a list of class names of items I think are suitable.

I stopped short on every type of magazine or military junk that gets dropped then consequently IED`d.

"Oh look there is a spare mangazine I`ll have that"...BOOM...smoking boots remain......you get the idea.

If anyone can turn this into a random selection list, with some kind reasonable positioning script. It would make Reezos proximity IED script a little more random, other than just random placing and chance.

I think Bon has something along the positioning lines in his TFOR IED script.

Land_Ind_TankSmall2_EP1
Land_Market_shelter_EP1
Land_Market_stalls_01_EP1
Land_Market_stalls_02_EP1
Land_covering_hut_EP1
Land_covering_hut_big_EP1
Fort_Barricade_EP1
Fort_StoneWall_EP1
Land_Bench_EP1
Land_Carpet_2_EP1
Dirtmount_EP1
Land_Carpet_rack_EP1
Land_Crates_EP1
Land_Crates_stack_EP1
Land_Dirthump01_EP1
Land_Dirthump02_EP1
Land_Dirthump03_EP1
Land_Misc_Coil_EP1
Land_Misc_ConcBox_EP1
Land_Misc_ConcOutlet_EP1
Land_Misc_ConcPipeline_EP1
Land_Misc_Garb_Heap_EP1
Land_Misc_IronPipes_EP1
Land_Misc_Rubble_EP1
Land_Misc_Well_C_EP1
Land_Misc_Well_L_EP1
Land_bags_EP1
Land_bags_stack_EP1
Land_cages_EP1
Land_stand_meat_EP1
Land_stand_small_EP1
Land_transport_cart_EP1
Land_transport_crates_EP1
Land_transport_kiosk_EP1
UNBasicAmmunitionBox_EP1
UNBasicWeapons_EP1
FlagPole_EP1
UH60_wreck_EP1
Sign_1L_Firstaid_EP1
Sign_1L_Noentry_EP1
GraveCross2_EP1
GraveCrossHelmet_EP1
Hedgehog_EP1
Infostand_1_EP1
Infostand_2_EP1
Land_Bag_EP1
Land_Basket_EP1
Land_Blankets_EP1
Land_Boots_EP1
Land_Bowl_EP1
Land_Bucket_EP1
Land_Canister_EP1
Land_Pillow_EP1
Land_Rack_EP1
Land_Reservoir_EP1
Land_Sack_EP1
Land_Shelf_EP1
Land_Table_EP1
Land_Table_small_EP1
Land_Teapot_EP1
Land_Urn_EP1
Land_Vase_EP1
Land_Vase_loam_2_EP1
Land_Vase_loam_3_EP1
Land_Vase_loam_EP1
Land_Water_pipe_EP1
Land_Wheel_cart_EP1
Land_Wicker_basket_EP1
Land_stand_waterl_EP1
Land_sunshade_EP1

30Rnd_545x39_AK

BAF_ied_v1
BAF_ied_v2
BAF_ied_v3
BAF_ied_v4

PMC_ied_v1
PMC_ied_v2
PMC_ied_v3
PMC_ied_v4

Land_BoatSmall_1
Land_BoatSmall_2a
Land_BoatSmall_2b
Land_Ind_Timbers
Land_KBud
Land_Shed_M01
Land_Shed_M02
Land_Shed_M03
Land_Shed_W01
Land_Shed_W02
Land_Shed_W03
Land_Shed_W4
Land_Vez_Pec
Land_Wall_CBrk_5_D
Land_Wall_CGry_5_D
Land_hut06
Land_psi_bouda
Land_pumpa
Land_ruin_01
Land_ruin_chimney
Land_ruin_corner_1
Land_ruin_corner_2
Land_ruin_rubble
Land_ruin_wall
Land_ruin_walldoo
Body
Grave
GraveCross1
GraveCross2
GraveCrossHelmet
Hanged
Hanged_MD
Land_Church_tomb_1
Land_Church_tomb_2
Land_Church_tomb_3
Mass_grave
Fort_Barricade
Fort_Crate_wood
Desk
FoldChair
FoldTable
Park_bench1
Park_bench2
Park_bench2_noRoad
SmallTable
WoodChair
Axe_woodblock
Barrel1
Barrel4
Barrel5
Haystack_small
Land_Barrel_empty
Land_Barrel_sand
Land_Barrel_water
BMP2Wreck
BRDMWreck
HMMWVWreck
LADAWreck
Mi8Wreck
SKODAWreck
T72Wreck
T72WreckTurret
UAZWreck
UH1Wreck
UralWreck
datsun01Wreck
datsun02Wreck
hiluxWreck
Baseball
Can_small
EvDogTags
EvKobalt
EvMap
EvMoney
EvMoscow
EvPhoto
Explosive
FloorMop
Loudspeaker
MetalBucket
Misc_Videoprojektor
Misc_Videoprojektor_platno
Misc_Wall_lamp
Notebook
Radio
SatPhone
SkeetDisk
SkeetMachine
SmallTV
Suitcase
bomb

Reezo
Mar 21 2011, 00:00
@<hidden>, that download (.7z) is the entire new version of the script suite, it has a couple fixes here and there about the "attaching IEDs to choppers and other funny but wrong things".

@<hidden>, I think I will use that list and default to it. I think pretty much everyone prefers it for randomized stuff rather than "car" or other more restrictive classes. I mean, if it's not a suicide bomber, that randomized list is going to work great.

Stay tuned, I need to sleep :)

SpectreRSG
Mar 21 2011, 00:56
Well when ya wake up, dont forgot about my edit. ;)


Edit: also, 4a on your first page says to turn a vehicle into a detector as well. Did you tell me a few days ago that I couldn't make an empty vehicle a detector?

Reezo
Mar 21 2011, 01:09
Eheh :)

Well, I am not sure the detect script - as it is now - will work on vehicles. I must remember to remove that 4a..I could create a specific script to make it work on vehicles..that's for sure :)

UGLY58
Mar 21 2011, 07:18
Reezo,

Make a handheld detector, but a Vehicle Jammer,

If vehicle with jammer is within 50 meters of an remote ied, then remote ied with a triggerman over 10om away will not explode.

...if only scripting was that easy..

I know, another script, but would be a nice addition

BlackSheep
Mar 21 2011, 09:04
Hi Reezo,

v1.6 gave me an error, even in the demo mission.


=====================================================================
== ...\Bohemia Interactive\ArmA 2\arma2oa.exe
== "...\Bohemia Interactive\ArmA 2\arma2oa.exe" -nosplash -noFilePatching -ShowScriptErrors "-mod=@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>"
=====================================================================
Version 1.57.76815



Error in expression <{_k = _k + 1}] do {
if (side (_nearCars select _y) != _enemySide) then {
_vehicl>
Error position: <select _y) != _enemySide) then {
_vehicl>
Error Nullteiler
File C:\Users\BlackSheep\Documents\ArmA 2\missions\SR5_Reezo_IEDdetect.Desert_E\scripts\IEDdetect\IEDdetect_ambientBombers.sqf, line 66

greetings

ckolonko
Mar 21 2011, 11:15
The IED's work well with these http://www.armaholic.com/page.php?id=543
Only problem I have now is that the detector does not work.

Kremator
Mar 21 2011, 11:57
Use the DEBUG feature built into the scripts to trace the source of the error.

Reezo
Mar 21 2011, 13:53
Thanks, will fix it ASAP! It should read _k and not _y, it is an edit I did on top of my head..sleep, need sleep lol

Last Stable release is v1.5RC8
what I posted eventually is a Dev release for testing purposes and does not represent an official release :)

---------- Post added at 03:53 PM ---------- Previous post was at 02:27 PM ----------

Update:

I successfully implemented the altitude check for triggerman spawns..basically if you fly over towns you will not trigger Ambient Bombers because the difference in altitude between the civilians and you is returned > than the threshold.


Yesterday I had the best moments of all while testing this script: I played my mission "A day in the life", at night time. I moved to Falar in a HMMWV and stayed with the local UN forces. While enjoying the nice atmosphere I was kinda safe from knowing that I had my Detection Tool (Nomad) with me.

I enjoyed the civilian presence with a different taste, because you get way more anxious about your surroundings..very realistic, indeed.

After some time I noticed two Takiban elders talking and I moved to them, thinking "can you imagine one of these being a triggerman". All of a sudden one of them looks at me and stops talking..but the detector is not returning anything..then before I even start thinking about it: BEEPBEEP IED Detected! What?! Shi*t, IED..where..it can't be..
And the last thing I see is the guy who gave "the look" place his hands behind his head and shout Allahu Akbar! Too late..

Now I understand I really got to what my purpose was initially :)

Kremator
Mar 21 2011, 18:19
I think I had ambient bombers blowing themselves up last night on my dedi (without any West being present). The mission is an Insurgency BAF when there are also PMCs fighting alongside Takis against BAF. There were a great many explosions at the start (which I assume were the bombers blowing themselves up).

Any clue why? I thought the bombers were set to enemy WEST.

Cheers

Kremator

PS GREAT story !

Reezo
Mar 21 2011, 19:01
Mh.. another awesome story generated by this script lol ;)
Was there anything flying over their heads? Did you use the spawn or ambient script? Where was the script launched?

Sorry if the questions seem stupid, do not worry: they are. Lol

Kremator
Mar 21 2011, 19:28
I can send you the mission Reezo .... I'm probably doing something wrong. Nothing was flying overhead at the start of the mission.

Reezo
Mar 21 2011, 19:36
I can send you the mission Reezo .... I'm probably doing something wrong. Nothing was flying overhead at the start of the mission.

Sure, but wait for me to release v1.6RC2, I've made various tweaks and we'll base testing on it.

PS: I've added Detector-Vehicles, too.

Kremator
Mar 21 2011, 19:49
Ahhh I can see what is wrong. I have turned on DEBUG and it is telling me not enough civvies. Then it reverts to AmbientBombers Wait Type1.

Now it seems that ambient bombers is called BEFORE the civvies are put onto the map. Does Ambient bombers look for recently spawned civvies ?

However there are about 100 civvies on the map !

Good to see progress carrying on :)

Reezo
Mar 21 2011, 20:09
Here is some more insight on the script:

Ambient Bombers works on player group leaders. It creates a circle around them that scans for civilians at a specific maximum radius.

If a minimum quantity of civilians is found, the script runs a probability test.

If the test is returned positive, the script picks one of the civilians in the radius, randomly, and turns it into a triggerman.

Then, it randomly decides if it is a suicide bomber or a triggerman. In the second case, the bomb is attached to a suitable object around him (according to the parameters).

Then, it waits and starts again in only two occasions:
1. The player flees the area where the triggerman is
2. The triggerman is killed

The whole script is checked periodically, so if you enter a small town and it is returned safe..and you stay in it, the area will stay safe. But if you enter a large city like Feruz Abad and walk around it there will be enough space to probably make the script check more than once. This is nice because it simulates insurgent chatter in the city from possible observers and informants, meaning with the passing of time a triggerman might appear to represent the insurgents trying to take advantage from the situation.

This means..I don't see why a town should start exploding of bombers, but never say never. ;)

SpectreRSG
Mar 21 2011, 20:20
PS: I've added Detector-Vehicles, too.

Thank. You. Very. Much. :yay:

Reezo
Mar 21 2011, 20:25
Ah the addicting Banana Smiley, cannot--take--eyes--off--it omgzor.

UGLY58
Mar 21 2011, 20:43
Reezo,

All tested and working on my end:

Ambient Bombers using ALICE2 on Takistan, would like a little more control over the Suicide Bomber vs command IED, but its good for now.

Proximity IED tested works a treat, but now have to place a shit load of them across Takistan. Hence my request for a spawn proximity IED in a similar fashion to Ambient Bombers.....Ambient Pressure Plate IEDS :) with Random objects from my list.

Ref list I need to add civilian vehicles into it, I will add A2 vehicles and OA vehicles which would make your script Combined Arms only though ?? That allows Ambient Vehicles to be used as a module which presently only spawns A2 vehicles unless you add some script to the init.

Nice work fella, keep it up....but you are allowed to sleep honest :)

Reezo
Mar 21 2011, 20:47
Thanks Ugly, I will add a % check to decide how much you want it to be suicide bomber in spite of it being a triggerman. Nice idea.

Ambient Proximity IEDs is nice too, lol. All I need is an updated list, after that it is to be considered done, so I can release tonite (sleep is for puzzies ;))

I would say CO only is a possibility..after all most of my bada$$ mods are CO, I want to be bada$$ as well lol

Kremator
Mar 21 2011, 20:50
Just been messing around more and I drove a hmmvv close to a compound containing insurgents, and when I get out of my vehicle the IED detector starts beeping !

Those cunning buggers placed an IED onto my hmmvv while i was still driving ! I was able to detach it before I got shot !

Can ambient bombers also use actual insurgents as well ?

Reezo
Mar 21 2011, 21:07
Can ambient bombers also use actual insurgents as well ?

After your idea, yes. In the next release lol :)

SpectreRSG
Mar 21 2011, 22:06
Those cunning buggers placed an IED onto my hmmvv while i was still driving !

Those trixy insurgents... Imagine our surprise when we did a fast rope with 8 people, only to have our IED detectors beep when we're approaching the LZ; and then to find an IED attached to our Venom.

Had a great laugh at the end, but scared the **** out of us.

Reezo
Mar 21 2011, 23:41
Lol I am lucky I could share a story as well about it eheh mine ain't nothing compared to yours, however XD

---------- Post added at 01:41 AM ---------- Previous post was at 12:31 AM ----------

V1.6RC2 Officially released!
Feel free to announce it everywhere :)

Changelog:
V1.6RC2
- FIXED: Nomad detector going crazy in some triggermen detonation situations
- IMPROVED: IED detector behavior when multiple detectors present
- FIXED: Triggermen not detonating with cars or tanks of their enemy side
- FIXED: Ambient Bombers reacting to flying vehicles of their enemy side
- FIXED: Triggermen attaching IEDs to vehicles of their enemy side
- ADDED: Detector vehicles, activating with and for the vehicle driver
- ADDED: % for the triggerman to be a suicide bomber instead
- ADDED: Ambient Proximity IEDs

Grab it while it's hot!

http://www.sr5tactical.net/reezo_ieddetect_v16rc2.7z

It's my birthday: I just turned 30! :)

Demonized
Mar 22 2011, 00:50
Happy birthday :yay::yay::party:

Mr. Charles
Mar 22 2011, 00:55
:yay: :yay:

the mesmerizing banana xD

Happy birthday!

SpectreRSG
Mar 22 2011, 02:27
Happy Bday! Thanks for the release! :yay:

Reezo
Mar 22 2011, 02:31
You're welcome! Thanks everyone for the nice words!

There will be cake!

SpectreRSG
Mar 22 2011, 03:17
A problem was just reported to me about this (sorry to bust the occasion up):

Person was using the 1024x768 resolution - IED script detector can't be seen on bottom right screen. It was half on, half off the screen.

And the vehicle detector doesn't seem to be working.

Edit: the vehicle detector worked after a few minutes in (it may have worked initially, I dont know); I saw a brief top right message thing about it. If I may suggest moving that dialogue box down to the middle right of a person's screen. Why? People who use ACRE and aren't connected to a server have a hint message in the top right corner 24/7 until we get into a TS3.

UGLY58
Mar 22 2011, 04:02
Reezo,

As requested a new list of IED items...."GOAT BOMB !" You will see what I mean and yes its been done in real life.

I split this into OA and A2 in order to separate culture items so they look "in place" on the map.

CAKE !!!! test it first could be on the IED list :)

//OP ARROWHEAD - DESERT MAP ITEMS

Land_Ind_TankSmall2_EP1
Land_Market_shelter_EP1
Land_Market_stalls_01_EP1
Land_Market_stalls_02_EP1
Land_covering_hut_EP1
Land_covering_hut_big_EP1
Fort_Barricade_EP1
Fort_StoneWall_EP1
Land_Bench_EP1
Land_Carpet_2_EP1
Dirtmount_EP1
Land_Carpet_rack_EP1
Land_Crates_EP1
Land_Crates_stack_EP1
Land_Dirthump01_EP1
Land_Dirthump02_EP1
Land_Dirthump03_EP1
Land_Misc_Coil_EP1
Land_Misc_ConcBox_EP1
Land_Misc_ConcOutlet_EP1
Land_Misc_ConcPipeline_EP1
Land_Misc_Garb_Heap_EP1
Land_Misc_IronPipes_EP1
Land_Misc_Rubble_EP1
Land_Misc_Well_C_EP1
Land_Misc_Well_L_EP1
Land_bags_EP1
Land_bags_stack_EP1
Land_cages_EP1
Land_stand_meat_EP1
Land_stand_small_EP1
Land_transport_cart_EP1
Land_transport_crates_EP1
Land_transport_kiosk_EP1
UNBasicAmmunitionBox_EP1
UNBasicWeapons_EP1
FlagPole_EP1
UH60_wreck_EP1
Sign_1L_Firstaid_EP1
Sign_1L_Noentry_EP1
GraveCross2_EP1
GraveCrossHelmet_EP1
Hedgehog_EP1
Infostand_1_EP1
Infostand_2_EP1
Land_Bag_EP1
Land_Basket_EP1
Land_Blankets_EP1
Land_Boots_EP1
Land_Bowl_EP1
Land_Bucket_EP1
Land_Canister_EP1
Land_Pillow_EP1
Land_Rack_EP1
Land_Reservoir_EP1
Land_Sack_EP1
Land_Shelf_EP1
Land_Table_EP1
Land_Table_small_EP1
Land_Teapot_EP1
Land_Urn_EP1
Land_Vase_EP1
Land_Vase_loam_2_EP1
Land_Vase_loam_3_EP1
Land_Vase_loam_EP1
Land_Water_pipe_EP1
Land_Wheel_cart_EP1
Land_Wicker_basket_EP1
Land_stand_waterl_EP1
Land_sunshade_EP1
Lada2_TK_CIV_EP1
Old_bike_TK_CIV_EP1
LandRover_TK_CIV_EP1
Old_moto_TK_Civ_EP1
S1203_TK_CIV_EP1
SUV_TK_CIV_EP1
S1203_ambulance_EP1
TT650_TK_CIV_EP1
UAZ_Unarmed_TK_CIV_EP1
Ural_TK_CIV_EP1
V3S_Open_TK_CIV_EP1
VolhaLimo_TK_CIV_EP1
Volha_1_TK_CIV_EP1
Volha_2_TK_CIV_EP1
hilux1_civil_3_open_EP1

BAF_ied_v1
BAF_ied_v2
BAF_ied_v3
BAF_ied_v4

PMC_ied_v1
PMC_ied_v2
PMC_ied_v3
PMC_ied_v4

//A2 ITEMS USED FOR CHERNARUS AND SUB-TROPICAL MAP ITEMS

Land_BoatSmall_1
Land_BoatSmall_2a
Land_BoatSmall_2b
Land_Ind_Timbers
Land_KBud
Land_Shed_M01
Land_Shed_M02
Land_Shed_M03
Land_Shed_W01
Land_Shed_W02
Land_Shed_W03
Land_Shed_W4
Body
Grave
GraveCross1
GraveCross2
GraveCrossHelmet
Hanged
Hanged_MD
Land_Church_tomb_1
Land_Church_tomb_2
Land_Church_tomb_3
Mass_grave
Fort_Barricade
Fort_Crate_wood
Desk
FoldChair
FoldTable
Park_bench1
Park_bench2
Park_bench2_noRoad
SmallTable
WoodChair
Axe_woodblock
Barrel1
Barrel4
Barrel5
Haystack_small
Land_Barrel_empty
Land_Barrel_sand
Land_Barrel_water
BMP2Wreck
BRDMWreck
HMMWVWreck
LADAWreck
Mi8Wreck
SKODAWreck
T72Wreck
T72WreckTurret
UAZWreck
UH1Wreck
UralWreck
datsun01Wreck
datsun02Wreck
hiluxWreck
Baseball
Can_small
EvDogTags
EvKobalt
EvMap
EvMoney
EvMoscow
EvPhoto
Explosive
FloorMop
Loudspeaker
MetalBucket
Misc_Videoprojektor
Misc_Videoprojektor_platno
Misc_Wall_lamp
Notebook
Radio
SatPhone
SkeetDisk
SkeetMachine
SmallTV
Suitcase
bomb
Ikarus
Lada1
Lada2
LadaLM
Skoda
SkodaBlue
SkodaGreen
SkodaRed
TT650_Civ
UralCivil
UralCivil2
V3S_Civ
V3S_Gue
VWGolf
car_hatchback
car_sedan
datsun1_civil_1_open
datsun1_civil_2_covered
datsun1_civil_3_open
hilux1_civil_1_open
hilux1_civil_2_covered
hilux1_civil_3_open
tractor


//THE FOLLOWING ARE ALSO SUITABLE FOR IEDS. BUT NEED SETTING TO LIFE ZERO TO BE REALISTIC.

//OA

Cow01_EP1
Goat01_EP1
Goat02_EP1
Sheep01_EP1
Sheep02_EP1
CIV_EuroMan01_EP1
CIV_EuroMan02_EP1
CIV_EuroWoman01_EP1
CIV_EuroWoman02_EP1
Citizen2_EP1
Citizen3_EP1
Dr_Annie_Baker_EP1
Dr_Hladik_EP1
Functionary1_EP1
Functionary2_EP1
Haris_Press_EP1
Pilot_EP1
Profiteer2_EP1
Rita_Ensler_EP1

//A2

Assistant
Citizen1
Citizen2
Citizen3
Citizen4
Doctor
Functionary1
Functionary2
Pilot
Policeman
Priest
Profiteer1
Profiteer2
Profiteer3
Profiteer4
RU_Assistant
RU_Citizen1
RU_Citizen2
RU_Citizen3
RU_Citizen4
RU_Doctor
RU_Functionary1
RU_Functionary2
RU_Pilot
RU_Policeman
RU_Priest
RU_Profiteer1
RU_Profiteer2
RU_Profiteer3
RU_Profiteer4
RU_Rocker1
RU_Rocker2
RU_Rocker3
RU_Rocker4
RU_SchoolTeacher
RU_Villager1
RU_Villager2
RU_Villager3
RU_Villager4
RU_Woodlander1
RU_Woodlander2
RU_Woodlander3
RU_Woodlander4
RU_Worker1
RU_Worker2
RU_Worker3
RU_Worker4
Rocker1
Rocker2
Rocker3
Rocker4
SchoolTeacher
Villager1
Villager2
Villager3
Villager4
Woodlander1
woodlander2
Woodlander3
Woodlander4
Worker1
Worker2
Worker3
Worker4

Kremator
Mar 22 2011, 06:58
Happy Birthday mate !

Will test this bad boy out later on.

Cheers

Kremator

UGLY58
Mar 22 2011, 09:16
Reezo,

Ref. Ambient Proxmity IEDs....after some testing for an hour have not managed to get it to work yet.

I had not considered a couple of factors plus with this as well.

1. The car only detonated proximity bomb, needs to be something a car can drive over really.

2. The players need to see something out of the ordinary, something that rouses suspicion, makes them move away.

I also see you have a civilian count dependency, can I suggest this is not required. This is emulating (in my mind at least) pressure plate ieds, which do not require a trigger man.

What I was actually thinking you were going to do with this script is physically spawn these items around the player when he is with in say 200m rather than count them. As I think I understand the script (I am no expert) it counts if these items are within the radius then randomly chooses if they are an IED ?

I actually now think that the best way to do a random spawn is to just use the PMC and BAF IEDs. That way players can see that its a threat. If they don`t pay attention then they could be victims. Sadly this reflects real life.

ckolonko
Mar 22 2011, 10:14
I just checked. The Detector does not show up on screen with either ACE or normal ArmA 2. Also is there any way to defuse the pressure plate IED's that are set off by people?

Kremator
Mar 22 2011, 11:11
Hey ckolonko,

Have you checked that it works with the test mission first?

EDIT: Pah 2500 posts and still a Warrant Officer :(

ckolonko
Mar 22 2011, 12:01
I cant use the test mission. I dont have the ArmA OA.

Kremator
Mar 22 2011, 12:17
Ahhh ... therein lies the problem. I'm not sure if IEDs are an integral part of OA.

ckolonko
Mar 22 2011, 12:49
I have the script working fine in ArmA 2 standalone. It just i cant see the display for the detector.

JonPL
Mar 22 2011, 13:22
Happy Birthday mate. Thx for cool scripts.

SpectreRSG
Mar 22 2011, 13:48
I have the script working fine in ArmA 2 standalone. It just i cant see the display for the detector.

Whats your resolution?



And Reez, check out this idea for the ambient bombers:
You can have it operate within a trigger radius that's triggered when lets say a BLUFOR is PRESENT, the trigger executes your ambient bombers script for ONLY blufor present in the trigger (not elsewhere). When the blufor leaves the trigger, the deactivation field turns the ambient bomber script off.

So, would it be possible to have the ambient bomber only go after BLUFOR within a trigger radius? And when they leave, the script stops (and everything is removed)?

It would be great for IED training courses.

But, again, not to get lost in clutter, can you reposition the Detector Vehicle dialogue to he middle right of a persons screen?

Reezo
Mar 22 2011, 15:30
Thanks guys: testing and using this suite (with the included sh*tting in your pants sometimes lol) is the absolute backbone of improvement.

Immediate, critical upcoming updates:
1. Move Nomad dialog more to the left to allow 4:3 setup
2. Change ProxyIED to use BAF and PMC IEDs only and spawn them preferably near roads

Expect updated release soon.. ;)

For trigger-based behavior use Triggerman_Spawn.sqf - Ambient Bombers script is already coded to work on area-dependent behavior, for the moment I am very happy of it because it allows invisible implementation in any mission.

Ambient_ProxyIEDs.sqf will behave the same way, I want people that use these aspects of the script suite not to have to worry about anything.

SpectreRSG
Mar 22 2011, 15:43
Any idea how to turn the triggerman_spawn.sqf off in the deactivation init of a trigger so the thing stops?

ckolonko
Mar 22 2011, 15:47
My resolution is currently 1029-763 i think. I have tried other resolutions no avail.
Oh yeah... Happy Birthday Reezo.

Reezo
Mar 22 2011, 16:19
Any idea how to turn the triggerman_spawn.sqf off in the deactivation init of a trigger so the thing stops?

It should not be necessary as the trigger pauses once the triggerman is created (or not) depending on the chance result (the so-called "dice roll"). It will wait a specific interval time before retrying and only if a triggerman is NOT present).

What you ask is a trigger that works on BLUFOR presents and not CIV presents, if I got it right :)

Will look into it after the above..

SpectreRSG
Mar 22 2011, 18:32
So to clarify, if I have a trigger that execVMs the triggerman script when BluFor is present, it will have only 1 triggerman at a time on the map.

If I have TWO triggers, in different areas, that execVMs the triggerman script when BluFor is present each trigger will have a triggerman inside of the area when the Blufor activates the trigger?

Reezo
Mar 22 2011, 18:37
So to clarify, if I have a trigger that execVMs the triggerman script when BluFor is present, it will have only 1 triggerman at a time on the map.

If I have TWO triggers, in different areas, that execVMs the triggerman script when BluFor is present each trigger will have a triggerman inside of the area when the Blufor activates the trigger?

Correct.

I.S.U. Ben
Mar 22 2011, 22:43
hmm...ambient bombers not working for me. I placed the init.sqf that came in the download in my mission folder (yes,its in the right spot i checked already) and placed down the module ambient civilians expansion,I see the ambient civilians, but no bombers. if it helps the mission takes place in zargabad.

SpectreRSG
Mar 22 2011, 22:48
Tested again on a non-dedicated, the vehicle detector scripts causes lag and desync when it initializes.

Will try to get an RPT to see whats happening.

Edit: Desync was due to me setting it up as an interval of 01, I set it to 05, and its not as bad. Or it could've been because of the dialogue. It seemed to occur right when the dialogue occured.

Also, again, the an IED attached itself randomly to our vehicle while we were moving. It's a custom vehicle, under the Cars class.

Edit 2: Looks as if the ambient proximity one works great, but we had one person detect it, and it showed on the map for everyone. We get to it, just touches it, and it blows. However, for the person who detected it, the IED Approx Position marker was gone. But for others it was still on their map.

VIPER[CWW]
Mar 22 2011, 22:58
Hopefully I'm the last person to say happy birthday on your actual birthday ( so it makes me extra special ;) ) so..... HAPPY BIRTHDAY REEZO!!

Cant believe how far this script has come, I remember it as a little baby, beeping away while walking it down busy zargabad :p

Reezo
Mar 22 2011, 23:30
Ok a new revision is up with the same file name. You can download the file from the main post, as usual.

1. I moved the interface on the bottom-center of the screen to allow 4:3 setups and other weird resolutions, too

2. I tweaked the "Ambient Proximity" IEDs, to make it work use:
4h) You can also use the "Ambient Proximity IEDs", which will randomly create Proximity-triggered IEDs on or next-to roads in the area surrounding the player. To do so, write this in your init.sqf file:

nul0 = [500,10,60,0,50,WEST] execVM "scripts\IEDdetect\IEDdetect_ambientProxyIEDs.sqf";

Where:
500 - is the ambient radius from the player
10 - is the % of presence of a triggerman among them
60 - is the scan interval time
0 - is the beeping (0=no beep, 1=beep, 2=random)
50 - is the chance of the IED being anti-personnel vs anti-vehicle
WEST - is the side to consider enemy of the IED

Ambient Proxymity IEDs are removed automatically if the player moves too far from the IED area (this saves resources and avoids the "seeding" of an ever-increasing number of IEDs).

3. I made sure the triggermen do not attach bombs to weird things, specifically:

a. it does not have to have a driver
b. engine must be off
c. must NOT be of the enemy side

this should cover most situations.

I am going to disregard previous bug reports because of the last changes, le me know if the marker thing appears again because it is going to be a nasty one :) Thanks!

SpectreRSG
Mar 22 2011, 23:54
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?

Kremator
Mar 23 2011, 05:40
Once again, some excellent tweaks Reezo! Ambient proximity is gonna scare the crap outta me.

One thing would be great as an improvement to that - ambient roadside IEDs. They would be vehicle only and off the road by about 0 - 3 metres. Using nearestRoads should help. Easy to code on your 30th birthday+1 ?

Reezo
Mar 23 2011, 08:06
Once again, some excellent tweaks Reezo! Ambient proximity is gonna scare the crap outta me.

One thing would be great as an improvement to that - ambient roadside IEDs. They would be vehicle only and off the road by about 0 - 3 metres. Using nearestRoads should help. Easy to code on your 30th birthday+1 ?

It is exactly how this works already :)

---------- Post added at 10:06 AM ---------- Previous post was at 09:50 AM ----------


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?

I am guessing the whole thing is messed up then..unit detector or vehicle detector? Only the one unit who detected the IED is going to have the action.

Current development is only going to be bug hunting for quite some time now. The sooner I solve this the faster I can move to others.

I really need some Dev-heaven space for it, this would be magical to bug track the script suite.

For the moment, to provide valuable feedback, use:

- dedicated server with only 1 unit detector
- only 1 IED using ADD.sqf
- no Ambient Bombers or Ambient ProxyIEDs
- other units in the same group with the detector but without detection capabilities
- No Fake IED detection (0 as value)
- Detector should have this line in the init field:

nul0 = [this,50,10,50,0] execVM "scripts\IEDdetect\IEDdetect_detector.sqf


Things I would like to know:

1. Is the IED detected correctly?
2. Does an "approx. IED position" marker appear in the map for the detector unit?
3. Does the above marker appear in the map for other players?
4. Does the IED have a DEFUSE action on it once the IED is detected?
5. Does the detector unit have a REMOTELY DETONATE BOMB action in case the Remote Det confirmation dialog appeared on the Nomad?
6. Do non-detector units see the DEFUSE action on the bomb? Can they defuse the bomb?
7. Do non-detector units see the REMOTELY DETONATE BOMB action among their scroll-wheel menu actions?
8. If the detector defuses the bomb manually, does the marker disappear after some time?
9. IF the bomb is remotely detonated for close proximity from the bomb, does the Nomad halt the procedure for Danger Close?
10. If the bomb is remotely detonated successfully, does the marker disappear in the map?
11. Do non-detector units see ANY of the Nomad dialogs on screen?

Until now, this has been like strolling in the park, now the big guys come into play and this means YOU :) Constructive developer feedback is what makes the men from the boys.

With a very limited numbers of trial and test procedures we can nail this down. Development is halted until the above is confirmed working correctly. We ought it to the code lol

Thanks for the great support and for the - I hope - continuing bug tracking. I will check back in 4 hours from this post.

UGLY58
Mar 23 2011, 09:37
testing ambient prox ieds

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? NOT TESTED
4. Does the IED have a DEFUSE action on it once the IED is detected? YES, ONCE NOT VERY OFTEN
5. Does the detector unit have a REMOTELY DETONATE BOMB action in case the Remote Det confirmation dialog appeared on the Nomad? YES ONCE NOT VERY OFTEN
6. Do non-detector units see the DEFUSE action on the bomb? Can they defuse the bomb? NOT TESTED
7. Do non-detector units see the REMOTELY DETONATE BOMB action among their scroll-wheel menu actions? NOT TESTED
8. If the detector defuses the bomb manually, does the marker disappear after some time?
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? NOT TESTED
11. Do non-detector units see ANY of the Nomad dialogs on screen? NOT TESTED

I see the Ambient Prox IEDs spawn and they appear on the road. If you pay attention then you will see them, this is good.

I have only had remote disarm on one so far, worked fine, including danger close warning.

MOST IMPORTANTLY - I then run over AMBIENT PROXY IEDS with vehicles and on foot nothing happens. :(

Kremator
Mar 23 2011, 10:49
I suppose putting the detection rate up to 100% would help within the testing :)

Unfortunately can't test at the moment because I'm at work but will see what I can do later.

Thanks for the feedback on ambient proximity ... looking forward to testing that bad boy :)

Good work with rapid responses as usual mate !

UGLY58
Mar 23 2011, 11:28
Kremator,

Doah yeah detection to 100% would help, LOL.

I put spawn rate at 100% and 50m didn`t have to wait long, for an IED to appear :)

Reezo,

Maybe worth putting in a non-Ambient ied zone script. I had an IED "on base" as soon as I spawned in. With normal settings I guess that would be rarer.

SpectreRSG
Mar 23 2011, 14:08
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.

Reezo
Mar 23 2011, 16:27
Awesome. As far as the main things are concerned it seems to me the core engine of this suite is working correctly.

I tried to make the marker as local as possible, meaning only the detector should see it, but god-knows-why from what you SpectreRSG reported, all units see the marker. Minor issue anyway (will screw PvP up but ..well, I'll see what I can do about it).

Now, about the Ambient Proxy IEDs: I tend to use a radius of 500 in my missions, as it happens for Ambient Combat (should be around 400-600 by default).

This is how the script works, to make sure you get the principles:
- Check for roads on a ring-shaped area going from 66% of the radius to 100%. Store good possible spots and test against chance of possible IED.
- Pick a spot randomly and place an IED with a randomized skin in case of
positive % check.
- if the player moves away from the IED to another area, remove the IED and start the script again for another check.
- Randomize if it is a Vehicle proximity IED or an anti personnel IED.

IEDs can be defused normally just like any other IED with this script. The remote detonation chances are the same as your Nomad skill. I have not put any privileges-que treatment to the video game aspect :)

What I was thinking, however, was the following:
Should we make all proxy IEDs Anti-vehicle?

Now let me tell what I would do in case a road side bomb is found: I would never go close to it (we don't have an EOD suit, yet) but I would rather try to blow it up from a distance using an M107, which is something an EOD unit is trained to do, according to my sources:


Barrett .50 caliber rifles are in service world-wide for EOD (Explosive Ordnance Disposal) use. Users have found that mounting the Barretts on vehicles is a rapid and cost-effective method of clearing military airport runways from unexploded ordnance. Others have found the Barrett as an effective means of detonating land mines once they have been detected.

http://www.globalsecurity.org/military/systems/ground/m107.htm
http://militaryriflesforsale.net/does-the-eod-ever-use-sniper-rifles.html


Remember that, one of the most important additions to the ArmA 2 gameplay this script suite adds is that damaging any kind of IED covered by this script increases the chances of making it explode (increasingly with damage) until it WILL explode.

This adds different possibilities for detonating ordnance in ortodox and unhortodox methods, or even by accident.

I might add a check to avoid IEDs spawning in BLUFOR areas but most of you know that insurgents do their best to plant IEDs according to their effectiveness in terms of position rather than blast radius or raw power.

Further checking with the vehicle detector will be my next move..if you can please use the above questionnaire to answer detector-vehicles situations. Use 1 detector vehicle, 0 detector units, 2-4 players max.

I will add a check that makes the minimum scan interval allowed 5 seconds.

SpectreRSG
Mar 23 2011, 17:52
Should we make all proxy IEDs Anti-vehicle?
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.


I will add a check that makes the minimum scan interval allowed 5 seconds.
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.

Reezo
Mar 23 2011, 18:07
Great, good stuff Spectre. I think I could make a new Nomad dialog stating: Warning Proximity IED trigger detected or something like that - simulating the EOD expertise to recognize the type of IED and decide to stand down

Acelondoner
Mar 23 2011, 18:22
Hey Reezo,

I am gonna start making a new mission tomorrow and would like to use your script but I have one problem that is stopping me from doing so.

The problem is that I have no idea how to allow re-activation of the script after the detector dies and respawns. I am using the default bis medic/respawn functions this time round, not Norrins revive.

Do you or anyone else know how I could enable it so that when the engineer respawns, he still has detector abilities?

Thanks

Kremator
Mar 23 2011, 18:26
What about doing a while !alive player init detector kinda thing within the init.sqf

Reezo
Mar 23 2011, 18:56
I will be honest with you, I do not know how to use Event Handlers on top of my head, I usually use the Bohemia Interactive Wiki..wait a second..

first things first, make sure you wait for my scripts to initialize, with:

waitUntil {reezo_IEDdetect_initDone};

Ok here is what I think would work:

_reezo_IEDdetect_EODrespawn = player addMPEventHandler ["MPrespawn", {nul0 = [player,50,10,10,0] execVM "scripts\IEDdetect\IEDdetect_detector.sqf";}];

Make sure you run it as a script in the EOD engineer only..or maybe you could put it this way:

if (player IN reezo_IEDdetect_EODs) then {
_reezo_IEDdetect_EODrespawn = player addMPEventHandler ["MPrespawn", {nul0 = [player,50,10,10,0] execVM "scripts\IEDdetect\IEDdetect_detector.sqf";}];
};

This could work directly in the init.sqf it basically tells the computer that in case a player is in the list of EOD units, it has to be respawn with a detector capability :)

Acelondoner
Mar 23 2011, 18:57
Maybe a trigger with this:

Condition: !alive unitname

Activation: nul0 = [unitname,50,10,20,01] execVM "scripts\IEDdetect\IEDdetect_detector.sqf";

Maybe that would work? Probs not, seems to simple...

EDIT: Ok, thanks Reezo I'll it and report back.

Kremator
Mar 23 2011, 19:13
That should work Acelondoner. Simple is sometimes the best.

PS testing out new scripts in Insurgency BAF (on 1.59 dedi server)

SpectreRSG
Mar 23 2011, 19:15
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 (https://sites.google.com/site/15thmeuanglico/docs/_15thmeu_eod_psyops_test.Zargabad.rar?attredirects=0&d=1) to examine what I did (You need ACE2 ( with the ACEX_USnavy and OA to play)

Reezo
Mar 23 2011, 19:17
Thanks Kremator. It should be compatible with 1.59, we have a Linux Server and decided to wait for the official 1.59 release. Ah the waiting ;)

@<hidden>: Give me an hour or so and I will update the script with the required code to have respawned EODs retain the Detection capability. ;)

@<hidden>: I still have to change the script with BLUFOR present, it should be CIV present at this time. But in my next update it will become a BLUFOR present script, as stated in some older post of mine (more useful, as you suggested)

SpectreRSG
Mar 23 2011, 19:24
@<hidden>: I still have to change the script with BLUFOR present, it should be CIV present at this time. But in my next update it will become a BLUFOR present script, as stated in some older post of mine (more useful, as you suggested)

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.

Acelondoner
Mar 23 2011, 19:32
@<hidden>: Give me an hour or so and I will update the script with the required code to have respawned EODs retain the Detection capability. ;)


Nice! Looking foward to it:)

Reezo
Mar 23 2011, 19:35
@<hidden>: I was talking about the triggerman_spawn.sqf script: its purpose is to have a determined area detect units and do a dice roll..if positive, create a triggerman among civilians.

AS OF THE CURRENT VERSION the trigger must be CIV PRESENT. If you used BLUFOR present then THISLIST becomes a list of BLUFOR and one of the BLUFOR becomes the triggerman! That would explain the Jedi stuff lol

In my next release the trigger will be BLUFOR PRESENT -based, which is going to be way more useful..(if BLUFOR is not present why even bother)

Of course you can use guerrilla or east -PRESENT, depending with WHO you want to be able to trigger the possible threat.

I hope I explained myself this time.

SpectreRSG
Mar 23 2011, 19:56
Ahhhh...... I get it. Thanks

Lol!

Reezo
Mar 23 2011, 20:11
Ahhhh...... I get it. Thanks

Lol!

Lol it ends up I bugfixed on non-esistent bugs and ended up actually fixing something else that was bugged lol

http://www.sevenstring.org/forum/images/smilies/yoda.gif<strong in you, Young Takistani, the Force is

Kremator
Mar 23 2011, 20:12
Hi Reezo,

Testing is going well. I can watch the ambient proximity IED get placed properly along the roads (any chance that they could be a little more hidden - setpos down a bit - too obvious atm :) )

If I wanted to spawn a random number of these along the roadsides which number do I change ? ie I would like to scatter maybe up to 10 of these along roads at the start of a mission.

Cheers mate. Appreciate the input !

EDIT: just read other comments above ... I have noticed BLUFOR triggermen too .... bloody traitors ! Glad it is fixed

Reezo
Mar 23 2011, 20:16
@<hidden>: good, yes I will increase the "roadside" factor rather than "Fudge Browny in plain sight"

This Ambient ProxyIEDs script behaves like Ambient Combat (may I be forgiven for comparing the two lol but still that is the idea) so it is no good for scattering stuff around. It is a fire-n-forget dynamic generator in its entirety (might have created new words that do not exist in regular English, sorry :)).

For scattering, some kind of new script could be created. It is not that hard to do, could be a IEDdetect_proxyIEDscatter.sqf

You and your (great) ideas! Stooop ;)

http://forums.bistudio.com/image.php?u=66824&dateline=1297536501@<hidden>: Grab this file here:
http://www.mediafire.com/?b60650n36ujlt1f

and replace the the two .sqf files with the ones from the archive above. Please let me know if this works for you, I think your request for MPrespawn should work now. Sorry if I make you an automated-volunteer for testing it :)

Kremator
Mar 23 2011, 20:51
May have found a bug Reezo. When I find an ambient proximity and drive over it (or get out and walk over it, it doesnt go off) - now I know that's because there MAY be a triggerman (but they shouldnt have been present in the mission at that stage)

When I do get out and approach it it does give me a diffuse option. When diffused it says complete and finds another good spot for the next IED ... BUT there is no new IED red dot icon (still stays on original position).

Also when I use the M107 to blow the crap outta an ambient proximity there is no BOOM. It does say complete however.

LOL I'm crap at coding but pretty decent at ideas -I'd be a rubbish teacher if I didn't have ideas :)

Reezo
Mar 23 2011, 20:58
Thanks for the report Kremator:

1) The debug marker (the red dot) is bugged, I know, it must be my specialty, like feats in an RPG. Bugged debug tools for teh win.

2) Will investigate the damage = boom thing (it should happen..) not all the time, it's a random thing based on the overall item damage. Sometimes it takes a couple shots and then when you think it didn't work BOOM eheh but maybe it's bugged :)

3) If it is an anti-personnel IED it won't go off with tanks and cars. If it is an anti-vehicle IED it won't go off with infantry. Maybe that is the reason?

Can you post me the parameters you've used in the init field?

I might increase the trigger plate radius and smooth things up here and there, there is margin for improvement XD

SpectreRSG
Mar 23 2011, 21:05
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.

Reezo
Mar 23 2011, 21:12
True. That was fixed. An anti-personnel will trigger with heavier stuff as well.

Grab this, guys:
--link removed--check below--

and replace the two files with the ones in the archive above.
- Hopefully fixed the debug marker
- IEDs placed more "roadside" and not in the center
- Increased trigger plate surface a little bit

Coded on top of my head, no tests. Do a backup first (for those two files) in case it's all messy :)

Kremator
Mar 23 2011, 21:18
Testing now .....

Reezo
Mar 23 2011, 21:20
Sorry, major frackup, get this instead:
--removed--update soon--

and do the same :)

Link updated :)

Kremator
Mar 23 2011, 21:32
Getting RPT errors and no ambient proximity is being spawned.

if (reezo_IEDdetect_debug) then { >
Error position: <};


if (reezo_IEDdetect_debug) then { >
Error Missing {
File mpmissions\InsurgencyBAFmod.Zargabad\scripts\IEDdetect\IEDdetect_ambientProxyIEDs.sqf, line 119
"-----------------------------------------------"
"Shahbaz: 40"
"cur: 40"
Error in expression < { time > 3 };


while {alive _soldier} do {
if (reezo_IEDdetect_debug) then { _>
Error position: <do {
if (reezo_IEDdetect_debug) then { _>
Error do: Type Array, expected code
File mpmissions\InsurgencyBAFmod.Zargabad\scripts\IEDdetect\IEDdetect_ambientProxyIEDs.sqf, line 37

Reezo
Mar 23 2011, 22:21
Yes there are some typos because I am coding without testing, lol
--removed--update soon--
this is the latest version but I will get to work on it as soon as I get home :) sorry take this as additional free-for-all script-frenzy :)

Reezo
Mar 24 2011, 01:01
v1.6RC3 released!

http://www.sr5tactical.net/reezo_ieddetect.7z
As usual, please do not mirror these files

And the new version of Sixth Sense:

http://www.sr5tactical.net/co04_sixthsense.7z

As usual, make sure you read the readme.txt


V1.6RC3
- IMPROVED: Detonation caused by damage
- IMPROVED: Roadside Proximity IEDs placement
- IMPROVED: Detector vehicles
- IMPROVED: Proximity detection and behavior
- IMPROVED: Triggerman Spawn (via Trigger)

Kremator, Spectre and everyone else who has been using this script or just testing it: make sure you read the readme for reference, some parameters have changed in the syntax!

Kremator
Mar 24 2011, 05:33
Thanks mate door the release. About to go to work but will test it later on, and see how she runs :)

Acelondoner
Mar 24 2011, 11:01
@<hidden>: good, yes I will increase the "roadside" factor rather than "Fudge Browny in plain sight"

This Ambient ProxyIEDs script behaves like Ambient Combat (may I be forgiven for comparing the two lol but still that is the idea) so it is no good for scattering stuff around. It is a fire-n-forget dynamic generator in its entirety (might have created new words that do not exist in regular English, sorry :)).

For scattering, some kind of new script could be created. It is not that hard to do, could be a IEDdetect_proxyIEDscatter.sqf

You and your (great) ideas! Stooop ;)

http://forums.bistudio.com/image.php?u=66824&dateline=1297536501@<hidden>: Grab this file here:
http://www.mediafire.com/?b60650n36ujlt1f

and replace the the two .sqf files with the ones from the archive above. Please let me know if this works for you, I think your request for MPrespawn should work now. Sorry if I make you an automated-volunteer for testing it :)

This doesn't work unfortunatly. When I respawned, the I lost my detecting abilities.

Also just thought that I'd let you know that when an IED goes off, an error pops up (showscript errors is on) saying about an error on line 51 in IEDdetect_proximity.sqf. It stays on screen all the time and never dissapears.

Reezo
Mar 24 2011, 11:09
Awesome, will look into it, thanks!

Does it happen with the latest version, too?

Kremator
Mar 24 2011, 12:51
I always pull the new script folder and add it to my mission and firstly test on a local host. If this works I then pbo it up and put it onto my dedi to check how it goes in MP.

Of course I have to change some of the dialogs so that there are no double conflicts but with this I can do a pretty fast turn around in testing.

Reezo
Mar 24 2011, 13:03
I always pull the new script folder and add it to my mission and firstly test on a local host. If this works I then pbo it up and put it onto my dedi to check how it goes in MP.

Of course I have to change some of the dialogs so that there are no double conflicts but with this I can do a pretty fast turn around in testing.

This is definitely the best way. Local testing, local MP then non-dedi MP and finally dedicated MP..these in theory are the steps going for least to most badass eheh

I tend to test more locally because I focus on code interaction and such, leaving a bit more MP "natural" testing to others. Which I am thankful for..a new pair of eyes is often more effective.

I would love to get a Dev-Heaven space to have more consistent bug tracking resources..but I don't know if it is a private network of something along those lines..

Kremator
Mar 24 2011, 17:56
New version seems to be stable Reezo. Just about to test it on dedi.

If anyone wants to come along look for -Kremator's NO ACE CO Server-

I'll be dipping in and out during the evening.

Reezo
Mar 24 2011, 18:03
That is good news! All good here, as well. Dinner time, have fun :)

..and you can use the Loudspeaker mod, too..to ask civilians to evacuate the area in case of a bomb (SpectreRSG's idea!)

http://forums.bistudio.com/showthread.php?t=116395

Kremator
Mar 24 2011, 18:14
Aye will have a go at integrating it :)

AnimalMother92
Mar 24 2011, 21:50
I would love to get a Dev-Heaven space to have more consistent bug tracking resources..but I don't know if it is a private network of something along those lines..

Get in touch with Sickboy, I'm sure he would be happy to set you up with a project space ;)
http://dev-heaven.net/projects/heaven/wiki/Entry

Reezo
Mar 24 2011, 22:01
Thanks AM! and thanks for dropping by!

SpectreRSG
Mar 25 2011, 02:59
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.

Kremator
Mar 25 2011, 07:25
Actually I quite like the detector being in the middle of the screen, but could we also get the injector in the middle of the screen too ?

I used my VTS mission to check if these scripts would run on newly spawned civs and empty cars but to no effect. Will test again tonight with debug on to see where the problem is, so don't read too much into this being a bug JUST yet !

Reezo
Mar 25 2011, 10:09
Thanks for the input, I do not like the central position myself, either :)

Spectre, the parameters you want are there already, if I got what you meant


Where:
IEDarea1 - is the trigger name (make sure you give it a name and this matches it, or it won't work)
50 - is the % of having a triggerman, if you use 100 there will definitely be a triggerman
"car" - is the object type that a triggerman might use for attaching a bomb.
0 - is the beeping (0=no beep, 1=beep, 2=random)
60 - is the area to scan for suitable objects (e.g. "car") and attach the bomb to one of those, randomly
30 - is the area to scan for hostiles that can instill fear in the triggerman (read above for how fear works)
25 - is the area to scan for possible victims that will make the triggerman touch the bomb off
65 - is the % for the triggerman to be a suicide bomber instead
WEST - is the side to consider enemy of the triggerman

Kremator
Mar 25 2011, 11:35
Yeah put it back onto the right of the screen. Some people must have wierd resolutions!
OR of course have a parameter that users can change that controls the position. It's your scripts after all :)

Any more thoughts on multiple IEDs ? I was going to try to use something like SHK_pos that is on the forums but would be easier with a Reezo script :)

Reezo
Mar 25 2011, 12:02
Yes the proxyIEDs_scatter.sqf is almost ready.

What about the size of the Nomad? What about having it a little smaller?
Also, I might resize the pictures ton 256x256..the actual 512 might a bit overkill..

SpectreRSG
Mar 25 2011, 13:19
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.

Reezo
Mar 25 2011, 13:50
Agreed, will test it to make it as close to the size of other on screen screens like the GPS etc.

Kremator
Mar 25 2011, 14:08
Good news on the scatter ... MUHAHAHA! That will scare the infidel beasts (just kidding !)

SpectreRSG
Mar 25 2011, 14:18
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?

Reezo
Mar 25 2011, 14:22
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.

This was taken care of, basically the radius for infantry is always lower than the one for vehicles. This means that if an EOD goes quietly closer and closer to the bomb it will be able to get the defuse action without entering the pressure plate radius. Of course this radius slightly changes randomly from IED to IED, so the best practice is to quietly approach the IED, slowly, trying to get the action from the furthest distance possible.

Obviously, if something like a scared civilian steps close to it..it MIGHT be bad :)

SpectreRSG
Mar 25 2011, 14:33
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. ;)

Reezo
Mar 25 2011, 14:38
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. ;)

Is there any way to control the radius of an action in an object?

Acelondoner
Mar 25 2011, 15:51
Hey reezo, any chance of having another pop at making the script respawn friendly? It's the only thing holding me back from using the script atm.

Reezo
Mar 25 2011, 16:28
Hey reezo, any chance of having another pop at making the script respawn friendly? It's the only thing holding me back from using the script atm.

Did your tests happen in dedicated MP? Because of using MPRespawn, local testing does not work.

Just asking,

EDIT: it seems the event handers are pretty crazy..I will work around that by creating a dedicated script for unit and vehicle respawn.

---------- Post added at 06:28 PM ---------- Previous post was at 06:07 PM ----------

UPDATE:

Try this, it could work (coded blindly..)
http://www.mediafire.com/?pgqop42qp33451u

Acelondoner
Mar 25 2011, 17:24
Did your tests happen in dedicated MP?

Nope, I was testing using a standard hosted multiplayer game.

Regarding the modified file, it didn't work. When I respawned, I lost all detecting abilities.

I have a unit named p1 who has detecting abilities so in your modified respawn code, wouldn't I have to change something to reflect what unit it works on? So like when p1 dies, p1 then uses the respawn code or have you coded it to be used for the player or all units of west or...?

Reezo
Mar 25 2011, 17:46
Nah, it does not matter. It has to work anyway..I want to make it completely automatic..will need more time for testing, I guess.

UPDATE: I am getting close but I have no time right now, probably tomorrow :)

Günter Severloh
Mar 25 2011, 20:21
Hey Reezo, great script, question for you on something I'm trying to do.

Im trying to have random ammo caches placed within a marker area, and the object is to fnd the caches and blow them up, can I do something like that with your script?

Acelondoner
Mar 25 2011, 20:51
Hey Gunter, try this:)
http://forums.bistudio.com/showthread.php?t=89376

SpectreRSG
Mar 25 2011, 23:31
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?

UGLY58
Mar 26 2011, 01:32
Awesome stuff Reezo, having trouble keeping up with the changes !

Keep up the good work

Reezo
Mar 29 2011, 20:34
V1.6RC4 RELEASED

V1.6RC4
- ADDED: EOD units now respawn with full detection capabilities
- ADDED: Proximity IED Scatter Script
- FIXED: Detection not working when EOD units get in a detector Vehicle
- FIXED: Beeping IEDs not working in MP
- IMPROVED: Cross-script global arrays handling
- CHANGED: Nomad dialog images slightly reduced and moved back to the bottom-right of the screen
- IMPROVED: Miscellaneous code optimization

Kremator
Mar 29 2011, 20:45
Excellent mate..... thought you were too quiet for too long :)

Reezo
Mar 29 2011, 21:00
Excellent mate..... thought you were too quiet for too long :)

eheh true :) I had this version ready since end of last week but I had too many things to do, as well :)

I tried to cover most of the reports/feedback in the posts between my last release and this one ;)

Acelondoner
Mar 29 2011, 21:09
V1.6RC4 RELEASED

V1.6RC4
- ADDED: EOD units now respawn with full detection capabilities
- ADDED: Proximity IED Scatter Script
- FIXED: Detection not working when EOD units get in a detector Vehicle
- FIXED: Beeping IEDs not working in MP
- IMPROVED: Cross-script global arrays handling
- CHANGED: Nomad dialog images slightly reduced and moved back to the bottom-right of the screen
- IMPROVED: Miscellaneous code optimization

So glad you've made it respawn compatible:) Will test asap.

Reezo
Mar 29 2011, 21:13
You are welcome. I've tested it extensively and all worked. I didn't do it for detector vehicles because it could mess up vehicle respawn scripts from other authors, for detector vehicles it is not hard..it was the units that were problematic..

SpectreRSG
Mar 29 2011, 21:13
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?

Reezo
Mar 29 2011, 22:26
When I hit Defuse, it said something along the lines of: "I dont have the required expertise". Any idea on that one Reezo?

It's a couple lines of code I forgot to put in, once I fixed the detector+detector_vehicle interaction. Download the archive again, it should be fixed now (should :))

SpectreRSG
Mar 29 2011, 23:00
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.

Reezo
Mar 29 2011, 23:21
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.

Only the driver receives the detection notifications..I don't know if I got your message right but the only crew member receiving notifications should be the driver..

SpectreRSG
Mar 29 2011, 23:23
Yeah but they didnt get any sort of message - it didnt work for them; but it did for me (I was the host)

Reezo
Mar 30 2011, 07:35
Yeah but they didnt get any sort of message - it didnt work for them; but it did for me (I was the host)

Roger, will investigate..

Kremator
Mar 30 2011, 10:47
I like the 'not enough skill to defuse' message.

Am going to combine your loudspeaker scripts into the IED test mission to see if I can scare away the normal population (or make the bomber show himself!) tonight.

REALLY enjoying these scripts mate. Will add them into the MSO, VTS, ARD ,MMA LDL_AC130, etc etc mission.

MUST be real close to a full release now, and get it on COMPLETED section of forums.

Reezo
Mar 30 2011, 12:56
Yes I am not planning to add anything new. I've also optimized some of the code here and there during the last three revisions. We probably need just to sort the detector+vehicle combination and it is done.

SpectreRSG
Mar 30 2011, 14:35
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?

Reezo
Mar 30 2011, 17:42
Mh it could be done, I have to find the right formula..

And try the body bomb with a man instead, using attach..does it blow up?

Damaging an IED or IED host might cause the IED explode so that is the reason..a simple tweak will work around it.

SpectreRSG
Mar 30 2011, 17:54
I dont believe the issue was with it being a man or a woman; but with the health being set to 0. Let me try it with a man.

Reezo
Mar 30 2011, 18:01
I dont believe the issue was with it being a man or a woman; but with the health being set to 0. Let me try it with a man.


I thought I had taken care of voiding damage checks for "man" classes..at least when using _attach.sqf

Problem is, if the unit is considered NOT alive, you stand no chance..it will probably explode..it has to do with the way the script cleans up IEDs in the detection arrays, and it is a compatibility feature that ensures stability.

You will need to have actual CORPSE objects, not live units turned dead.

Lol I make sense only if your mind is already damaged from too much ArmA editing..

SpectreRSG
Mar 30 2011, 18:03
Problem is, if the unit is considered NOT alive, you stand no chance..it will probably explode..it has to do with the way the script cleans up IEDs in tine detection arrays, and it is a compatibility feature that ensures stability

Right, thats what I had thought.

Edit: even with a man it does it when his health is 0.

Bodybag object it is!

Kremator
Mar 30 2011, 19:59
Oh man what a story!! Listen to this.

I integrated your loudspeaker scripts with the IED scripts and drove the hmmvv into the crowd. The vehicle IED detector goes off and I back away a little. I then get out of the hmmvv and am on foot. The detector kicks in again and I decide to get the civilans away from danger, so I trigger the loudspeaker. Most civvies start to move and I'm scanning for a triggerman. I open the map and see the possible IED position MOVING !! Has to be a suicide bomber, so I track the civvy and hit him in the leg to down him.

Anyway I'm running ASRs AI rearming scripts and DAPs First Aid module. I get a detach IED addaction and of course remove the IED. HOWEVER, another AI runs up to me, GRABS THE IED, shouts Allah Akbar and blows the crap outta me (as I was healing the first suicide bomber!)

HOW COOL IS THAT !

Reezo
Mar 30 2011, 20:03
Oh man what a story!! Listen to this.

I integrated your loudspeaker scripts with the IED scripts and drove the hmmvv into the crowd. The vehicle IED detector goes off and I back away a little. I then get out of the hmmvv and am on foot. The detector kicks in again and I decide to get the civilans away from danger, so I trigger the loudspeaker. Most civvies start to move and I'm scanning for a triggerman. I open the map and see the possible IED position MOVING !! Has to be a suicide bomber, so I track the civvy and hit him in the leg to down him.

Anyway I'm running ASRs AI rearming scripts and DAPs First Aid module. I get a detach IED addaction and of course remove the IED. HOWEVER, another AI runs up to me, GRABS THE IED, shouts Allah Akbar and blows the crap outta me (as I was healing the first suicide bomber!)

HOW COOL IS THAT !

This is by far then most amazing story this script has generated to date. Epic Armascripting win.

Kremator
Mar 30 2011, 20:10
I've been digging deeper mate. When inside a vehicle and the script triggers and shows me an IED (and remote detonation) when I get out the IED icon and remote det addaction disappear.

Likewise if I am on foot and get IED detection, IED position and remote det option, IF I get into a vehicle (with vehicle detection capabilities) the position and remote det disappear. Is it possible to 'push' the discovery from foot to inside a vehicle and vice versa ?

Am going to add random pressure sensitive IEDs into your test mission now .... MUHAHAHAHA

Reezo
Mar 30 2011, 20:14
Is the vehicle you are referring to a generic vehicle or a detector vehicle?

Detector units getting into detector vehicles is still bugged that is why I am asking.

Detector units into normal vehicles should work..lol at my majestic scripting skills, microwave and ready in 30 seconds lol

Kremator
Mar 30 2011, 20:28
HMMVV is a detector vehicle too. So there is a conflict.

Found out WHY I wasnt getting proximity scatter IEDs ... there are NO ROADS near the test mission ! Is there a way that IF the script detects there are no roads that it defaults to just random placement ?

Reezo
Mar 30 2011, 20:58
Yes, this is something I could do. No roads = random placement in areas.

I keep liking the fact that if enough road positions are available, those should be used. We are talking about bastards who want to make every unexploded thing they find count.

About detector units in detector vehicles, yes, bugzor is there. :)

PS: civilian traffic + proximity IED scattered on road positions = "what the heck was that?!" "stop the vehicle, stop the vehicle, somebody just got blown up!"

Kremator
Mar 30 2011, 21:45
I like the PS ... shit happens for civs !

Reezo
Mar 30 2011, 23:54
Kremator, try replacing the actual IEDdetect_proximity_scatter.sqf with this one:


//////////////////////////////////////////////////////////////////
// Function file for Armed Assault
// Created by: Reezo of SR5 Tactical - www.sr5tactical.net
// IED Detection and Disposal Scripts
//////////////////////////////////////////////////////////////////

// INIT
private ["_soldier","_ambientGROUP","_objects","_vehicles","_proximityIED","_minNumber","_chance","_interval","_bomb","_IEDtype","_beep","_scanArea","_fearArea","_detArea","_typeRate","_enemySide","_rnd","_fate","_actualPos","_y","_k","_ambientRadius","_IEDskins","_posX","_posY","_posZ","_randomPos"];

if !(isServer) exitWith{};

waitUntil {reezo_IEDdetect_initComplete};
if (count _this != 6) exitWith{ hint "IEDDETECT_AMBIENTPROXYIEDS error: wrong parameters!" };

_center = _this select 0;
_radius = _this select 1;
_quantity = _this select 2;
_chance = _this select 3;
_beep = _this select 4;
_typeRate = _this select 5;

_IEDskins = ["Land_IED_v1_PMC","Land_IED_v2_PMC","Land_IED_v3_PMC","Land_IED_v4_PMC"];

//CHECK HOW MANY ROADS ARE IN THE AREA
_nearRoads = [];
_goodSpots = [];
_nearRoads = (getMarkerPos _center) nearRoads _radius;

if (reezo_IEDdetect_debug) then { _soldier globalChat "DEBUG IEDDETECT SCATTER: SPOTS ACQUIRED" };

//FIND SUITABLE SPOTS IN THE GIVEN AREA
if (count _nearRoads > 0) then {
for [{_y = 0},{_y < (count _nearRoads)},{_y = _y + 1}] do {
_goodSpots = _goodSpots + [getPos (_nearRoads select _y)];
if (reezo_IEDdetect_debug) then {
_soldier globalChat "DEBUG IEDDETECT SCATTER: GOOD SPOT FOUND (ON ROAD)";
hintSilent Format["GOOD SPOT:\n%1\n\nPOSITION:\n%2",(_nearRoads select _y),(getPos (_nearRoads select _y))];
sleep 0.05;
};
};
} else {
for [{_y = 0},{_y < _quantity},{_y = _y + 1}] do {
_segno = random 1; if (_segno < 0.5) then { _posX = random _radius } else { _posX = -1 * (random _radius) };
_segno = random 1; if (_segno < 0.5) then { _posY = random _radius } else { _posY = -1 * (random _radius) };
_posX = _posX + ((getMarkerPos _center) select 0);
_posY = _posY + ((getMarkerPos _center) select 1);
_posZ = (getMarkerPos _center) select 2;
_randomPos = [_posX,_posY,_posZ];
_goodSpots = _goodSpots + [_randomPos];
if (reezo_IEDdetect_debug) then {
_soldier globalChat "DEBUG IEDDETECT SCATTER: GOOD SPOT FOUND (NOT ON ROAD)";
hintSilent Format["GOOD SPOT:\n\nPOSITION:\n%1",_randomPos];
sleep 0.05;
};
};
};

_n = 0;

// MAIN LOOP
while { _n <= _quantity && count _goodSpots > 0} do {

if (reezo_IEDdetect_debug) then { _soldier globalChat "DEBUG IEDDETECT SCATTER: START MAIN LOOP" };

//RANDOMIZE BASED ON CHANCE
_fate = random 100;
if (_fate < _chance) then {

//RANDOMIZE A GOOD POSITION, AN IED TYPE AND REMOVE THAT LOCATION FROM THE AVAILABLE SPOTS
_IEDtype = _IEDskins select (floor (random (count _IEDskins)));
_IEDpos = _goodSpots select (floor (random (count _goodSpots)));
_goodSpots = _goodSpots - [_IEDpos];
_n = _n + 1;

//RANDOMIZE POSITION AROUND THE GOOD SPOT FOUND
_rndX = 5.5 + random 1.5;
_rndY = 5.5 + random 1.5;
_segno = random 1; if (_segno < 0.5) then { _rndX = -1 * _rndX };
_segno = random 1; if (_segno < 0.5) then { _rndY = -1 * _rndY };
_IEDpos = [(_IEDpos select 0) + _rndX, (_IEDpos select 1) + _rndY, (_IEDpos select 2)];

_proximityIED = createVehicle [_IEDtype, _IEDpos, [], 0, "NONE"];
_proximityIED setDir (random 360);

_rnd = random 100;
if (_rnd < _typeRate) then {
nul0 = [_proximityIED,_beep,0] execVM "scripts\IEDdetect\IEDdetect_proximity.sqf";
} else {
nul0 = [_proximityIED,_beep,1] execVM "scripts\IEDdetect\IEDdetect_proximity.sqf";
};

if (reezo_IEDdetect_debug) then {
hintSilent Format["IEDTYPE:\n%1\n\nIEDPOS:\n%2",_IEDtype,_IEDpos];
_soldier globalChat "DEBUG IEDDETECT SCATTER: PROXIMITY IED SPAWNED";
_debugProxyName = Format["DEBUG_PROXY_MARKER_%1",_n];
_debugMRK1 = createMarkerLocal[_debugProxyName,position _proximityIED];
_debugMRK1 setMarkerShapeLocal "ICON";
_debugMRK1 setMarkerTypeLocal "DOT";
_debugMRK1 setMarkerTextLocal "DEBUG: Proximity IED Scatter";
sleep 0.05;
};
}; //END IF
}; //END MAIN LOOP


// EXIT
if (reezo_IEDdetect_debug) then { _soldier globalChat "DEBUG IEDDETECT SCATTER: SCRIPT COMPLETE"; sleep 1; };
if (true) exitWith{};

and try it out where no roads are available..it should work but I coded it blindly ;) again..

---

Spectre, try replacing IEDdetect_detector_vehicle.sqf with the following:

//////////////////////////////////////////////////////////////////
// Function file for Armed Assault
// Created by: Reezo of SR5 Tactical - www.sr5tactical.net
// IED Detection and Disposal Scripts
//////////////////////////////////////////////////////////////////

// INIT
private ["_detector","_vehicle","_range","_interval","_skill","_fakeRatio","_title","_text"];
if (count _this != 5) exitWith {hint "REEZO_IEDDETECT_DETECTOR_VEHICLE: WRONG PARAMETERS, QUITTING.."};

_vehicle = _this select 0;

if (_detector isKindOf "Man") exitWith { hint "REEZO_IEDDETECT: DETECTOR IS NOT A VEHICLE, QUITTING.."};

_range = _this select 1;
_interval = _this select 2;
_skill = _this select 3;
_fakeRatio = _this select 4;

waitUntil {!(isNull _vehicle)};
waitUntil {_vehicle == _vehicle};
waitUntil {reezo_IEDdetect_initComplete};

if (_range < 5) then { _range = 5 };
if (_interval < 5) then { _interval = 5 };

reezo_IEDdetect_EODvehicles = reezo_IEDdetect_EODvehicles + [_vehicle];
publicVariable "reezo_IEDdetect_EODvehicles";

while { true } do {
while {isNull driver _vehicle} do { sleep (_interval * 2) };
if (!(isNull driver _vehicle) && alive _vehicle) then {
_detector = driver _vehicle;
nul0 = [_detector,_range,_interval,_skill,_fakeRatio,_vehicle] execVM "scripts\IEDdetect\IEDdetect_vehicle.sqf";
while {alive _vehicle && alive _detector && _detector == driver _vehicle} do { sleep (_interval); _detector = driver _vehicle;};
};
};

if (reezo_IEDdetect_debug) then { player globalChat "REEZO_IEDDETECT DEBUG: DETECTOR.SQF COMPLETE" };

if (true) exitWith {};

and if you want, replace IEDdetect_vehicle.sqf with the following:

//////////////////////////////////////////////////////////////////
// Function file for Armed Assault
// Created by: Reezo of SR5 Tactical - www.sr5tactical.net
// IED Detection and Disposal Scripts
//////////////////////////////////////////////////////////////////

// INIT
private ["_detector","_range","_interval","_skill","_fakeRatio","_vehicle","_near","_nearCount","_IEDmarker","_rnd","_posX","_posY","_sign","_y","_h","_iedMarkename","_createvarname","_numberMarker","_action_reezo_IEDdetect_remoteDet","_action_reezo_IEDdetect_manualDefuse","_lapse","_nearHosts","_thisHost","_action_reezo_IEDdetect_detach","_fakeIED"];

_detector = _this select 0;
_range = _this select 1;
_interval = _this select 2;
_skill = _this select 3;
_fakeRatio = _this select 4;
_vehicle = _this select 5;

if !(local _detector) exitWith {};
if (damage _vehicle > 0.75) exitWith{};
waitUntil {reezo_IEDdetect_initComplete};

reezo_IEDdetect_EODs = reezo_IEDdetect_EODs + [_detector];
publicVariable "reezo_IEDdetect_EODs";

waitUntil {!dialog}; cutRsc ["IEDdetect_13", "PLAIN", 0];
playsound "IEDdetect_beep2";

// MAIN SCAN LOOP
while {alive _detector && alive _vehicle && driver _vehicle == _detector} do {
if (reezo_IEDdetect_debug) then { player globalChat "NOW RUNNING: MAIN SCAN LOOP" };

_detector = driver _vehicle;
_fakeIED = 0;

if !(_detector in reezo_IEDdetect_EODs && driver _vehicle == _detector) then {
reezo_IEDdetect_EODs = reezo_IEDdetect_EODs + [_detector];
publicVariable "reezo_IEDdetect_EODs";
};

while {count reezo_IED_detector_objects == 0} do { sleep (_interval * 2) };

if (reezo_IEDdetect_busy == 0) then {

_near = (getPos _vehicle) nearObjects (_range - ((speed _vehicle) * 1.25));
_nearCount = count _near;
if (_nearCount > 50) then {_nearCount = 50};

// CASE 1. FAKE IED DETECTED (radio interferences or whatever gizmo might trigger it)
_rnd = random 100;

if (_rnd < _fakeRatio && reezo_IEDdetect_busy == 0 && _nearCount > 5 && _detector == driver _vehicle) then {
if (reezo_IEDdetect_debug) then { player globalChat "NOW RUNNING: FAKE IED CODE" };

// Script goes busy
reezo_IEDdetect_busy = 1;
publicVariable "reezo_IEDdetect_busy";
_fakeIED = 1;

// ACQUIRE IED AND BROADCAST, adding it to the "Found IEDs" array
reezo_IEDdetect_activeIED = _near select (floor (random _nearCount));
publicVariable "reezo_IEDdetect_activeIED";
reezo_IEDdetect_activeEOD = _detector;
publicVariable "reezo_IEDdetect_activeEOD";

// Scanner notification (Scanning..)
waitUntil {!dialog}; cutRsc ["IEDdetect_01", "PLAIN", 0];
playsound "IEDdetect_beep"; sleep 1;
playsound "IEDdetect_beep"; sleep 1;
playsound "IEDdetect_beep"; sleep 1;
sleep 2;

//MARKER PLACEMENT (approximate)
deleteMarkerLocal "REEZOIED";
deleteMarkerLocal _iedMarkename;
sleep 0.1;
_rnd = random _range;
_sign = random 1;
if (_sign < 0.5) then { _rnd = -1 * _rnd };
_posX = (getPos (_detector) select 0) + _rnd;
_rnd = random _range;
_sign = random 1;
if (_sign < 0.5) then { _rnd = -1 * _rnd };
_posY = (getPos (_detector) select 1) + _rnd;

// GENERATE NAME NOT IN USE GLOBALLY
_iedMarkename = "REEZOIED";
_numberMarker = 0;
if (isnil ("REEZOIED")) then {_iedMarkename="REEZOIED"} else {
_createvarname = true;
while {_createvarname} do {
_iedMarkename = format["REEZOIED_%1",_numberMarker];
if (isnil ("_iedMarkename")) then {
_createvarname = false;
} else {
_numberMarker = _numberMarker+ 1;
};
};
};
_IEDmarker = createMarkerLocal[_iedMarkename,[_posX,_posY]];
_IEDmarker setMarkerShape "ICON";
_IEDmarker setMarkerType "WARNING";
_IEDmarker setMarkerColor "colorRed";
_IEDmarker setMarkerText "IED Approx. Position";
_IEDmarker setMarkerSize [.50, .50];

// Report the fake IED
waitUntil {!dialog}; cutRsc ["IEDdetect_02", "PLAIN", 0];
playsound "IEDdetect_beep2";
sleep 15 + floor (random 90);

// After some time..declare the IED fake
waitUntil {!dialog}; cutRsc ["IEDdetect_07", "PLAIN", 0];
playsound "IEDdetect_beep2";

// Cleaning
deleteMarkerLocal "REEZOIED";
deleteMarkerLocal _iedMarkename;
};

if (_fakeIED == 0 && _detector == driver _vehicle && alive _detector) then {
for [{_y = 0},{_y < _nearCount},{_y = _y + 1}] do {

// CASE 2. REAL IED DETECTED
if ((_near select _y) in reezo_IED_detector_objects && _detector == driver _vehicle) then {
if (reezo_IEDdetect_debug) then { player globalChat "NOW RUNNING: REAL IED CODE" }; sleep 1;

// Script goes busy
reezo_IEDdetect_busy = 1;
publicVariable "reezo_IEDdetect_busy";

// ACQUIRE IED AND BROADCAST, adding it to the "Found IEDs" array
reezo_IEDdetect_activeIED = _near select _y;
publicVariable "reezo_IEDdetect_activeIED";
reezo_IEDdetect_activeEOD = _detector;
publicVariable "reezo_IEDdetect_activeEOD";

if (reezo_IEDdetect_debug) then {
hint Format["Array:\n\n%1\n\nActiveIED:\n\n%2\n\nActiveEOD:\n\n%3",reezo_IED_detector_objects,reezo_IEDdetect_activeIED, reezo_IEDdetect_activeEOD];
sleep 1;
};

// Scanner notification (Scanning..)
waitUntil {!dialog}; cutRsc ["IEDdetect_01", "PLAIN", 0];
playsound "IEDdetect_beep"; sleep 1;
playsound "IEDdetect_beep"; sleep 1;
playsound "IEDdetect_beep"; sleep 1;
sleep 2;

//MARKER PLACEMENT (approximate)
deleteMarkerLocal "REEZOIED";
deleteMarkerLocal _iedMarkename;
sleep 0.1;
_rnd = random 5;
_sign = random 1;
if (_sign < 0.5) then { _rnd = -1 * _rnd };
_posX = (getPos (reezo_IEDdetect_activeIED) select 0) + _rnd;
_rnd = random 5;
_sign = random 1;
if (_sign < 0.5) then { _rnd = -1 * _rnd };
_posY = (getPos (reezo_IEDdetect_activeIED) select 1) + _rnd;

// GENERATE NAME NOT IN USE GLOBALLY
_iedMarkename = "REEZOIED";
_numberMarker = 0;
if (isnil ("REEZOIED")) then {_iedMarkename="REEZOIED"} else {
_createvarname = true;
while {_createvarname} do {
_iedMarkename = format["REEZOIED_%1",_numberMarker];
if (isnil ("_iedMarkename")) then {
_createvarname = false;
} else {
_numberMarker = _numberMarker+ 1;
};
};
};
_IEDmarker = createMarkerLocal[_iedMarkename,[_posX,_posY]];
_IEDmarker setMarkerShape "ICON";
_IEDmarker setMarkerType "WARNING";
_IEDmarker setMarkerColor "colorRed";
_IEDmarker setMarkerText "IED Approx. Position";
_IEDmarker setMarkerSize [.50, .50];

// Notify the IED found, add disarm actions
waitUntil {!dialog}; cutRsc ["IEDdetect_02", "PLAIN", 0];
playsound "IEDdetect_beep2";
reezo_IEDdetect_activeIED removeAction _action_reezo_IEDdetect_manualDefuse;
_action_reezo_IEDdetect_manualDefuse = reezo_IEDdetect_activeIED addAction ['<t color="#FF9800">'+"Defuse Bomb"+'</t>', "scripts\IEDdetect\IEDdetect_manualDefuse.sqf", [], 0, false, true, "",""];

//check if IED is attached to something and if it is, place a Detach action on it
if (reezo_IEDdetect_activeIED in reezo_IEDdetect_attachedIEDs) then {
_nearHosts = ((getPos reezo_IEDdetect_activeIED) nearObjects 3) - [reezo_IEDdetect_activeIED];
for [{_h= 0},{_h < (count _nearhosts)},{_h = _h + 1}] do {
_thisHost = _nearHosts select _h;
if (_thisHost in reezo_IEDdetect_hostIEDs) then {
_action_reezo_IEDdetect_detach = _thisHost addAction ['<t color="#FF3300">'+"Detach IED"+'</t>', "scripts\IEDdetect\IEDdetect_detach.sqf", [reezo_IEDdetect_activeIED], 0, false, true, "",""];
};
};
};

// Remote Det possibility
_rnd = random 100;
if (_rnd < _skill) then {
sleep 4;
waitUntil {!dialog}; cutRsc ["IEDdetect_03", "PLAIN", 0];
playsound "IEDdetect_beep2";
_vehicle removeAction _action_reezo_IEDdetect_remoteDet;
_action_reezo_IEDdetect_remoteDet = _vehicle addAction ['<t color="#FF9800">'+"Remotely Detonate Bomb"+'</t>', "scripts\IEDdetect\IEDdetect_remoteDet.sqf", [reezo_IEDdetect_activeIED], 0, false, true, "",""];
};

}; // END IF

// MAIN WAIT LOOP
_lapse = 1;
while { _detector == driver _vehicle && reezo_IEDdetect_busy == 1 && _lapse < 36 && alive reezo_IEDdetect_activeIED && alive reezo_IEDdetect_activeEOD && _vehicle distance reezo_IEDdetect_activeEOD < 300} do {
// update IED marker if it moved in the meantime
if (speed reezo_IEDdetect_activeIED != 0) then {
_rnd = random 5;
_sign = random 1;
if (_sign < 0.5) then { _rnd = -1 * _rnd };
_posX = (getPos (reezo_IEDdetect_activeIED) select 0) + _rnd;
_rnd = random 5;
_sign = random 1;
if (_sign < 0.5) then { _rnd = -1 * _rnd };
_posY = (getPos (reezo_IEDdetect_activeIED) select 1) + _rnd;
_iedMarkename setMarkerPos [_posX, _posY];
};

sleep 5;
_lapse = _lapse + 1;
};

if (!alive _vehicle OR !alive reezo_IEDdetect_activeIED OR _detector != driver _vehicle) then {
reezo_IEDdetect_activeIED removeAction _action_reezo_IEDdetect_manualDefuse;
_vehicle removeAction _action_reezo_IEDdetect_remoteDet;
};

deleteMarkerLocal "REEZOIED";
deleteMarkerLocal _iedMarkename;

//reezo_IEDdetect_activeIED = _detector;
//publicVariable "reezo_IEDdetect_activeIED";
//reezo_IEDdetect_activeEOD = _detector;
//publicVariable "reezo_IEDdetect_activeEOD";
}; // END FOR
}; //END IF FAKEIED == 0

reezo_IEDdetect_busy = 0;
publicVariable "reezo_IEDdetect_busy";
reezo_IEDdetect_EODs = reezo_IEDdetect_EODs - [_detector];
publicVariable "reezo_IEDdetect_EODs";
}; // END IF IEDDETECT_BUSY == 0

sleep _interval;

}; // END WHILE

reezo_IEDdetect_busy = 0;
publicVariable "reezo_IEDdetect_busy";
reezo_IEDdetect_EODs = reezo_IEDdetect_EODs - [_detector];
publicVariable "reezo_IEDdetect_EODs";


if (reezo_IEDdetect_debug) then { player globalChat "reezo_IEDDETECT DEBUG: IEDDETECT_VEHICLE.SQF COMPLETE" };

if (true) exitWith {};

and let me know if a detector unit in a detector vehicle is still bugged. It should also work for all units now, not for the server only, that was a stupid mistake I overlooked..

UPDATE: Tested and working on my end..awaiting feedback ;)

SpectreRSG
Mar 31 2011, 01:42
I dont have a IEDdetect_vehicle.sqf, just a IEDdetect_detector_vehicle.sqf

UGLY58
Mar 31 2011, 06:06
So,

Last night fire teams pulls up at a compound, gets out the stryker and moves into the compound, searches through it nothing.

When they get back to the Stryker a civi is stood there watching them. Knowing I have a suicide IED script they cover him with weapons move carefully round to the vehicle reverse it away and get in.

Just as the last man is getting in, the civilian pulls a pistol shoots him in the back and runs of. Its great what multiple scripts can do :)

http://forums.bistudio.com/showthread.php?t=107774&highlight=civilian+danger

Kremator
Mar 31 2011, 10:17
Great war story!

ckolonko
Mar 31 2011, 10:29
Lol! :)

Reezo
Mar 31 2011, 11:13
So,

Last night fire teams pulls up at a compound, gets out the stryker and moves into the compound, searches through it nothing.

When they get back to the Stryker a civi is stood there watching them. Knowing I have a suicide IED script they cover him with weapons move carefully round to the vehicle reverse it away and get in.

Just as the last man is getting in, the civilian pulls a pistol shoots him in the back and runs of. Its great what multiple scripts can do :)

http://forums.bistudio.com/showthread.php?t=107774&highlight=civilian+danger

Great story! Eheh

Anyway I've made slight fixes to the script, try and download it again, this should be fixed
- detector vehicle not working for all units
- proximity scatter not using random places when no roads were available

DarkXess
Mar 31 2011, 14:01
Hey Reezo, please help me mate! im trying to get your IED script to work in my mission! ive got it to work just on its own, but adding it with other things in the description.ext is causing me problems! can you take a look at it here: http://forums.bistudio.com/showthread.php?t=116826 thanks man, cant wait for the update on your wonderful script. :)

Kremator
Mar 31 2011, 18:31
Posted on other thread DarkXess....send me you mission and I will sort it.

Good job Reezo. Will try the new version!

Reezo
Mar 31 2011, 18:54
Thanks guys for the additional support. Glad once again to be part of this community.

DarkXess
Mar 31 2011, 21:55
Hey Reezo, ive finally got my troubles sorted with my mission thanks to Kremator! :)

Now ive some questions... Ive got a BIG mission, a team of 5 men with 1 engineer against an army of around 800 patrolling around fallujah, at night and with my own personal ambient sound, its awesome already. Now what I want to do now as your script etc is on it, I want to set up some Random IEDs around the city, plus suicide bombers, ambushes, booby traps, you name it .. all with using your script! ive got a zone of 1000 by 1000 to work in! so, for example.. your "IEDdetect_triggerman_Spawn" if I did this in a zone of 1000 x 1000 would it spawn random triggerman all around the place? or only the one? or would you suggest I make more than 1 trigger? the mission is based on taking out some AA in the city! also ill be adding more in future, maybe taking out an ammo dump and a VIP target etc... but I really want this based 90% on your IED Script!

So please, can you give me some ideas, pointers, and what can you suggest I can add to make it more the exciting mission?

Thanks man! and again thanks for your awesome script! :)

Oh, and Kremator! your the man... lol, thanks mate!

Kremator
Mar 31 2011, 23:17
Just giving back to the community mate..... I've been helped plenty of times, and I owe a HUGE debt of gratitude to every addon/script/mission maker out there.

I was one of the first people to play OFP when it came to London (in that dingy LAN dungeon!) and have been a fanboi ever since!

@<hidden> have found a problem mate. When I blow up a proximity IED with a weapon the IED carcass is still left behind. I also noticed that in DarkXess's mission that the IED position would disappear after a while - don't think it was to do with his mission.

Suggestion - when MULTIPLE IEDs are close is it possible for the detector to deal with them all sequentially (or all at once)? Maybe it is working as planned but I found that I was picking up a farther away IED that one I was standing next to. Of course you can't 'find' it until you defuse the first one. Planned / bug ?

SpectreRSG
Mar 31 2011, 23:26
Suggestion - when MULTIPLE IEDs are close is it possible for the detector to deal with them all sequentially (or all at once)? Maybe it is working as planned but I found that I was picking up a farther away IED that one I was standing next to. Of course you can't 'find' it until you defuse the first one. Planned / bug ?

Was going to report that as soon as I got home. Clearing a building of IEDs, and only the back one was detected, but the IED models I placed down there prior to the rear detected one were quite obvious and not able to be interacted with.

Also, again Reezo, would it be possible to limit the vehicle detector to only detect an object within X degrees of the point of travel? Possibly make a new variable in the vehicle detector init...?

Reezo
Mar 31 2011, 23:45
Yes it could be done..right now the detector stops when one IED is detected but I think it could just cycle all possibilities and attach defuse actions to it. Only problem is the remote Det, you won't know what you are detonating lol or probably just get to detonate the last one found..

For vehicles, the "cone area" is something I haven't figured out yet, need more math skills :)

SpectreRSG
Apr 1 2011, 00:01
Is it possible to change the marker color for the remote detonation one to, blue or some other color? (Possibly change the IED Approx Marker to orange as a warning, and then the Locked Detonation IED Approx Marker changes to Red).

Kremator
Apr 1 2011, 05:33
Like SpectreRSGs idea of marker colour.

Don't like the cone idea that much, I'm afraid.

SpectreRSG
Apr 1 2011, 05:38
Well if it can be a variable you can set, that would be great. 360 would be all around, it'd be based on degree's, so the variable would always have 3 XXX's.

DarkXess
Apr 1 2011, 06:39
.......Erm, an answer to my question above would be great :( I did ask kindly, lol.

Also to add: using the Trigger Man spawn, the marker named "gg_3" need to be in game?
as when I removed it, also removed the civs who were already spawned in your demo mission, it didnt seem
to want to spawn the trigger man! ... its dependent on the "gg_3" or the spawned civs? What if I were to
use the alice module for civs? would the trigger spawn still be working in a 1000 by 1000 trigger zone?

I want it to basicly spawn a triggerman in random places around the map! and when in the mission
bang, you get a detection and then you need to find the IED. Not one, but I want these all over the zone.

How to do all this please? this is all including the above thread too, any help would be great! thanks.

meade95
Apr 1 2011, 13:36
I'm new with scripting and such - Can somone walk me through parts #2 and #3 a little more? And what do I open the "description.sqf with?

How to set it up:
1) Copy the following folder into your mission folder:
> scripts\IEDdetect

2) Open the description.sqf and add the #include lines to your description.ext

3) Open the init.sqf and add that line to your init.sqf

SpectreRSG
Apr 1 2011, 14:23
And what do I open the "description.sqf with?
You can use a text editor, notepad, or my favorite, notepad++. This goes for all .SQFs or .SQMs, and .FSM plus some more.

If you have problems or issues actually doing the steps let me know, but that should answer your question to the point where you can open the stuff up and do copy/pastes. (Also note, if your mission doesn't have a description.sqf or init.sqf, you can simply create it as a blank file).


...using the Trigger Man spawn, the marker named "gg_3" need to be in game?
The trigger man script doesn't have to do anything with a marker. That nul0 field in 4e (on the first page) goes directly into the init field of you placed man that you want to be the trigger man. You also have to tell it where you want to place the bomb, ie the skodabomb part.


I want it to basicly spawn a triggerman in random places around the map! and when in the mission
bang, you get a detection and then you need to find the IED. Not one, but I want these all over the zone.
This is relatively easy to do, just use the Ambient Bombers on the first page, section 4g.

DarkXess
Apr 1 2011, 15:16
The trigger man script doesn't have to do anything with a marker. That nul0 field in 4e (on the first page) goes directly into the init field of you placed man that you want to be the trigger man. You also have to tell it where you want to place the bomb, ie the skodabomb part.


This is relatively easy to do, just use the Ambient Bombers on the first page, section 4g.

Thanks for the answer, so how would I go about setting it up then? Like I said im using a zone area of 1000 by 1000 and random IED bombers all over the place etc,
this would do that? Can someone make me an example if they dont mind? as ive seen none on how to use the ambient bombers.

Thanks

SpectreRSG
Apr 1 2011, 15:52
You put the 4g coding that Reezo provided in your init.sqf and you wont need a zone what so ever because it'll put the bombers within the radius you set of a player.

So regardless of where you go, it will detect where you are - no zone needed.

DarkXess
Apr 1 2011, 20:21
Thanks mate! done it all now... After almost 5 days working hard on this mission
which is awesome I must say, its here!!!!!!!!! lol.

Try it out (http://forums.bistudio.com/showthread.php?p=1889080#post1889080) please guys and give me feedback in the related thread. Thanks again
to you all for the help, hope you like the mission :)

meade95
Apr 2 2011, 03:27
Can anyone post just a simple (non-PBOed) mission using this script - Say with just a single squad / unit looking for IEDs -

Just an editor mission so I can see how it is layed out -

---------- Post added at 03:27 AM ---------- Previous post was at 03:25 AM ----------

I now understand to use "notepad" to open a SQF.... but I still don't catch the meaning of "#include lines to your description.ext" - Do I have to insert something here? within the description.ext that is within my mission folder?

Thanks

SpectreRSG
Apr 2 2011, 03:59
but I still don't catch the meaning of "#include lines to your description.ext" - Do I have to insert something here? within the description.ext that is within my mission folder?
Yes you have to include the #include lines into your description.ext. So in your description.ext it should have:

#include "scripts\IEDdetect\IEDdetect_dialog.h"

class CfgSounds
{
#include "scripts\IEDdetect\IEDdetect_sounds.cpp"
};

class RscTitles
{
#include "scripts\IEDdetect\IEDdetect_screens.cpp"
};

Zephyrdark
Apr 2 2011, 04:18
I'm currently having trouble with getting the triggerman part of the script to work. I've been able to set up suicide bombers, but thats about it.

What I am trying to do is make it so when BluFor enter a trigger, the "create random triggerman with IED on vehicle/object preplaced in the area." Currently I have it set up so that it would chose one of the Ladas in the area to place the ied and I have ALICE running so the script should pick one of the civis in there area to be the triggerman according to the ReadMe. Right now it is doing nothing at all it seems, I have the chance of triggerman set to 100% and the right vehicle classname.
Do I not put the classname in the area stated "car"?

Any help would be much appreciated.
(I do have the init and the description.ext set up correctly, I am able to detect proximity IEDs and IEDs I place manually, but not the ones that are chosen at random.)

ins-ect
Apr 3 2011, 18:31
I just dont get it - how to install this detection script and get it to work for example in Roadblock Duty.

I'm having problems with the first step:

How to set it up:
1) Copy the following folder into your mission folder:
> scripts\IEDdetect

---

Does the mission folder mean MPMissions?
Where should I copy the other files - other than under folder IEDdetect?

I know that it's not that hard but if someone could just take me hand and walk me through the installation steps? :) Thank you.

Zephyrdark
Apr 3 2011, 21:30
you have to put the script into the folder that the mission you are making is located at. that folder should be located in \Documents\ArmA 2 Profiles\[PROFILENAME]\missions\mission.island

meade95
Apr 4 2011, 00:48
I just dont get it - how to install this detection script and get it to work for example in Roadblock Duty.

I'm having problems with the first step:

How to set it up:
1) Copy the following folder into your mission folder:
> scripts\IEDdetect

---

Does the mission folder mean MPMissions?
Where should I copy the other files - other than under folder IEDdetect?

I know that it's not that hard but if someone could just take me hand and walk me through the installation steps? :) Thank you.


I"m a little confused on this Script to - Could anyone be cool enough to throw together a sample mission for the mission editor...so I could see how it plays out and what goes where.

Maybe just a simple BLUFOR EOD Unit and 1 sucicde bomber? or IED.

Massoud
Apr 4 2011, 06:40
I"m a little confused on this Script to - Could anyone be cool enough to throw together a sample mission for the mission editor...so I could see how it plays out and what goes where.

Maybe just a simple BLUFOR EOD Unit and 1 sucicde bomber? or IED.

there is already a sample mission in the folder.

"SR5_Reezo_IEDdetect.Desert_E"

have a nice day.

Kremator
Apr 4 2011, 09:29
.....and the mission will scare the crap outta ya ! You cannot trust ANYONE !

meade95
Apr 4 2011, 18:49
What map does the example mission play on?

SpectreRSG
Apr 4 2011, 19:02
Desert. You need OA (or Combined Ops).

DarkXess
Apr 7 2011, 21:13
Hey Reezo, some things you may want to see, feedback on your script fully working in my mission: http://forums.bistudio.com/showthread.php?t=116942&page=2
though still no ""Ambient Proximity IEDs" or "Ambient Bombers" which I did put in the init file, wanna take a look for us mate?

Reezo
Apr 7 2011, 22:22
Sorry I am incredibly busy developing the RWR System for the ACE mod. I have a new version of this script where some minor bugs have been fixed, for example the compatibility with all display resolutions which has afflicted non-16:9 users.

Stay tuned, sorry for my absence compared to previous hardcore-bug-hunt and thanks for using the script!

Fireball
Apr 18 2011, 23:01
Currently trying to incorporate your IEDdetector script into Insurgency, but I can't get to happen it frequently enough.

I currently run the ambient bombers script with this param:


nul0 = [] execVM "common\server\IEDdetect\IEDdetect_init.sqf";
/* 400 - is the ambient radius from the player
2 - is the minimum amount of civilians near the player
70 - is the % of presence of a triggerman among them
10 - is the scan interval time
"house" - is the object classtype of what could potentially host triggermen bombs (there is always a 50% chance it will be a suicide bomber)
0 - is the beeping (0=no beep, 1=beep, 2=random)
100 - is the area to scan for suitable objects (e.g. "car") and attach the bomb to one of those, randomly. This is also the scan area for the triggerman to trigger the bomb
30 - is the area to scan for hostiles that can instill fear in the triggerman (read above for how fear works).
50 - is the area to scan for possible victims that will make the triggerman touch the bomb off.
65 - is the % for the triggerman to be a suicide bomber instead
WEST - is the side to consider enemy of the triggerman */
nul0 = [150,2,70,10,"house",0,100,30,25,65,WEST] execVM "common\server\IEDdetect\IEDdetect_ambientBombers.sqf";

Maybe "house" as a base object class is not optimal, but then again I didn't want to make it obvious that only cars explode.

Any ideas as to why I almost never encounter those suicide bombers?

roy86
Apr 19 2011, 01:54
Reezo, keep up the great work mate. This script is a lot of fun. That test mission is great. always a good quick run around trying to find the bomb.


Hey Reezo, some things you may want to see, feedback on your script fully working in my mission: http://forums.bistudio.com/showthread.php?t=116942&page=2
though still no ""Ambient Proximity IEDs" or "Ambient Bombers" which I did put in the init file, wanna take a look for us mate?

I seem to be getting the same with no ""Ambient Proximity IEDs" or "Ambient Bombers".
In testing through the mission editor, it works perfectly, detecting fakes and real ieds on a regular basis, being blown to crap by a hidden triggerman etc.. makes you jump every time, however on a dedicated server, no-one detected any IEDs even though set to beep="1" or come under attack while passing through a densely populated village.

debuging the script shows it working fine but it just never seems to choose a place to put IEDs or rarely selects a suitable triggerman and even then they will do nothing.

i'm use UPSMON5.0.9 with high volume ambient civillians and vehicles.

Militantsausage
Apr 19 2011, 05:59
hey Reezo, we have been testing the script extensively and it seems to work very well on non-dedicated, and Single Player, but not on a dedicated server, it has been spawning proximity IED's but you can't detect or defuse them, but they will still detonate, also the Suicide bombers don't seem to show up much, is this a problem with my mission? I have the detector init in their init box, or does the script not work with dedicated?

Reezo
Apr 19 2011, 13:50
I've tested it on dedicated and it has worked so far. Defusing proximity IEDs means not getting too much in proximity, or they will, indeed, detonate. I would recommend shooting them from a distance if the situation allows it. Sometimes you can't because of civilian presence etc.

You can set the % of suicide bombers/triggermen presence in order to tailor it to your needs.

I haven't had any bug report lately, probably means noone is using the script lol or they are too busy getting their gibs served :)

UGLY58
Apr 20 2011, 02:41
Reezo,

As you are working with ACE maybe you could look at some of your script migrating over to their mines. There is currently no way to disable/disarm them. Maybe you can have a "meeting of mines" .......corny I know :)

Militantsausage
Apr 20 2011, 03:12
oh, so is the script only compatible without ACE? that could be my problem, as I don't really notice any suiide bombers, but when I test non-dedicated I notice heaps, and I can defuse IED's, but when it is on dedicated I can only blow up proximity IED's with C4, there is never a defuse option.

Do you know if I am not putting something in the right area?

here is my init.sqf


// JIP fix - why does ArmA execute init.sqf for JIP players, if 'player' is not sync'd yet
if ((!isServer) && (player != player)) then
{
waitUntil {player == player};
};

// briefing init
execVM "briefing.sqf";

// Reezo's IED detect script
nul0 = [] execVM "scripts\IEDdetect\IEDdetect_init.sqf";

// AMBIENT BOMBERS (optional)
nul0 = [180,4,50,10,"car",1,50,40,30,50,WEST] execVM "scripts\IEDdetect\IEDdetect_ambientBombers.sqf";

//AMBIENT PROXIMITY IEDs (optional)
nul0 = [1100,50,60,1,10,WEST] execVM "scripts\IEDdetect\IEDdetect_ambientProxyIEDs.sqf";

// EOD Specialist
nul0 = [eod1,50,5,50,00] execVM "scripts\IEDdetect\IEDdetect_detector.sqf";

// Small Arms Fire Detection script
safds = execVM "sam_safds\safdsstartup.sqf";
safds = execVM "safds.sqf";

// UPSMON
call compile preprocessFileLineNumbers "scripts\Init_UPSMON.sqf";

//Process statements stored using setVehicleInit
processInitCommands;
//Finish world initialization before mission is launched.
finishMissionInit;

// Execute the mission settings script
[] execVM "mission_settings\init.sqf";

setViewDistance 3000;
setTerrainGrid 50;

// Drapers Air
ASfirstrun = true;
[fac1,"jadam","lgb"] execVM "airSup\airSupInit.sqf";

// Random Weather Effects
1800 setRain random 1;

// Bon Loadouts
[] execVM "bon_loadoutpresets\bon_init_loadoutpresets.sqf";

// ACE AAW fix
_specialpeople = [] execVM "ace_aaw_fix.sqf";

// Wolffy's Caching
0 = [2000] execVM "modules\CEP_Caching\main.sqf";

player sideChat "Initialization Complete"; In my actual init.sqf there is no gap in the bon_init_loadoutpresets.sqf line, for some reason it comes up

UGLY58
Apr 20 2011, 17:11
Militant,

No I have seen these scripts work with both Ace and without.

I was just referring to the ACE Mines.

Militantsausage
Apr 21 2011, 01:01
Oh ok, yeah I am having trouble though, last part of my mission that I need to fix, I posted my init.sqf, that will probably have the problem in it, or I may have fixed it by making the init.sqf JIP compatible and putting the detector's init in there.

UGLY58
Apr 21 2011, 04:42
Reezo,

Sorry may have generated some more work for you ?

http://dev-heaven.net/issues/19081

Reezo
Apr 21 2011, 08:32
Eheh thanks for putting me to more work. I've been pretty busy with a couple projects and I am now trying to figure out whether or not I have time for more :)

Anyway, expect a new release soon. I managed to fix the screen-ratio problem that made the detector go out of bounds for some resolutions. I was a pretty quick fix actually..shame on me I did not know about some UI parameters (which I very well had to learn with the ACE RWR and Sniper Pod camera scripts/mods).

Militantsausage
Apr 22 2011, 08:59
btw, do you need to add some things in the IEDdetect_init.sqf?


// INIT
if (!isServer) exitWith{};

reezo_IEDdetect_debug = false; //make TRUE to turn on debug messages
publicVariable "reezo_IEDdetect_debug";

reezo_IEDdetect_busy = 0;
publicVariable "reezo_IEDdetect_busy";

reezo_IED_detector_objects = [];
publicVariable "reezo_IED_detector_objects";

reezo_IEDdetect_attachedIEDs = [];
publicVariable "reezo_IEDdetect_attachedIEDs";

reezo_IEDdetect_hostIEDs = [];
publicVariable "reezo_IEDdetect_hostIEDs";

reezo_IEDdetect_EODs = [eod1];
publicVariable "reezo_IEDdetect_EODs";

reezo_IEDdetect_beepers = [];
publicVariable "reezo_IEDdetect_beepers";

reezo_IEDdetect_EODvehicles = [];
publicVariable "reezo_IEDdetect_EODvehicles";

reezo_IEDdetect_cursorTarget = 0;
publicVariable "reezo_IEDdetect_cursorTarget";

reezo_IEDdetect_Targeters = [];
publicVariable "reezo_IEDdetect_Targeters";

reezo_IEDdetect_canFear = 1;
publicVariable "reezo_IEDdetect_canFear";

reezo_IEDdetect_initComplete = true;
publicVariable "reezo_IEDdetect_initComplete";

UGLY58
Apr 22 2011, 19:26
Reezo,

Well to cut a long story short I tried to be clever and use your scripts on mines. This was so that our Sappers could use your functions to disarm remotely. However I failed to get it to work and really feel that the ACE mines placed in the editor should be able to be disarmed, sadly they are not.

It would probably be quiet a large project to get them to be disableable (is that a word ?)

Where as your scripts do allow this.

EDIT - Whilst I am writing this I just realized our earlier conversations lead to a whole list of possible IED objects, maybe adding the ACE mine`s to that list would mean that we could use your disarm script with those models ? I failed to try this before - DOAH !

As I am in the middle of moving it maybe sometime before I get to that.

Clavicula_nox4817
Apr 25 2011, 22:51
Reezo,

Well to cut a long story short I tried to be clever and use your scripts on mines. This was so that our Sappers could use your functions to disarm remotely. However I failed to get it to work and really feel that the ACE mines placed in the editor should be able to be disarmed, sadly they are not.

It would probably be quiet a large project to get them to be disableable (is that a word ?)

Where as your scripts do allow this.

EDIT - Whilst I am writing this I just realized our earlier conversations lead to a whole list of possible IED objects, maybe adding the ACE mine`s to that list would mean that we could use your disarm script with those models ? I failed to try this before - DOAH !

As I am in the middle of moving it maybe sometime before I get to that.

Hey man, I'm experimenting with this stuff for Mobareza. We should definitely pool our knowledge together so we can make things as miserable for the Reapers as possible.

Hope the move is going well!

Militantsausage
May 5 2011, 10:30
I wanted to ask something Reezo, do you think you could at some point release a 'simpler' version of the script? it takes up 1.5mb of a mission and makes initialisation a pain in the ass for our server, it desync's for up to 10 minutes, then it will be fine with the mission I'm running, and JIP is a pain in the ass as well for the same reason, I have a mission that is 1.7mb, and this script is 1.5mb, and the little monitor in the bottom left takes up about 1.10mb of the script size, so I was wondering, could you maybe make a simplified version? It is really cool, but the main reason I use it for is the randomly generated IED's and the random suicide bombers, now I basically can't remove this script from the mission, as it is awesome, but it would still be almost as good in my opinion if you could create an extra version that instead of having the IED monitor, you just had the ability to defuse of you were designated EOD, and it always worked, so you go up to the bomb, it says defuse bomb in the action menu, you use that then maybe 10 seconds later the bomb is defused, would save a massive amount of file space, yet you could still have the awesome ambient IED's and bombers.

Reezo
May 5 2011, 11:26
I am heading in the direction to make this entire script suite a mod, with the Nomad Tool being an object to have in the inventory, the Ambient Bombers and IEDs being modules etc.

It will use all the preprocessing and compiling features available to ArmA. There is a lot of code optimization to be done now that the entire thing seems to work as it is supposed to.

It will require a DH space, that is sure, and probably some more volunteer in scripting and coding, as well as modelling (low priority but still a necessity).

Thanks everyone!

Petko
May 5 2011, 13:15
Could you tell me please whats the name of the real life IED detection kit product, where the TDS Nomad PDA is used in the kit?

Reezo
May 5 2011, 13:24
Could you tell me please whats the name of the real life IED detection kit product, where the TDS Nomad PDA is used in the kit?

I don't know if that is able to directly detect IEDs, in the game-world of mine, it does because it is interfaced with some kind of portable detector..maybe build a rucksack for it, too?

Anyway, the item:
Google Images Gallery (http://www.google.com/search?um=1&hl=en&client=firefox-a&rls=org.mozilla%3Ait%3Aofficial&biw=1039&bih=461&site=search&tbm=isch&sa=1&q=trimble+nomad&aq=f&aqi=&aql=&oq=)

Kolmain
May 5 2011, 14:35
Is this script officially working on a dedicated server?

Petko
May 5 2011, 15:08
I don't know if that is able to directly detect IEDs, in the game-world of mine, it does because it is interfaced with some kind of portable detector..maybe build a rucksack for it, too?

Anyway, the item:
Google Images Gallery (http://www.google.com/search?um=1&hl=en&client=firefox-a&rls=org.mozilla%3Ait%3Aofficial&biw=1039&bih=461&site=search&tbm=isch&sa=1&q=trimble+nomad&aq=f&aqi=&aql=&oq=)

Yes. I'm sure the Nomad is just a universal portable computer, and its connected to a detector array. The full kit can be seen here:

http://www.youtube.com/watch?v=YHUNNinfdEU

I'm just curious who produces it, and how is it actually used in the field.

Combat-Agent
May 5 2011, 23:59
Would the the ambient bombers work with the ambient civilians module or the MSOs civilian module?

Militantsausage
May 6 2011, 06:56
Reezo, having the script as an addon sounds awesome, I will definetely try to encourage my clan to use it, I guess that should take a lot of the desync and file size out of the mission, plus way more could be possible, infact it would be pretty cool if it got added to ACE, but that is your choice.

Reezo
May 6 2011, 10:57
Yes the modules will be compatible with BIS modules because the scripts are BIS-compatible already. That's why I made ambient bombers :)

I am in contact with the ACE team and asked for donating the entire EOD mod to ACE, they have a lot going on on IEDs as well so who knows where this might lead ;)

But yes, future releases will be extremely optimized. Addon or script it does not matter, it is the code that I will improve that will make the difference. Although having it as an addon has a lot of advantages, too :)

Kremator
May 6 2011, 20:15
'Added to ACE' but hopefully NOT exclusively !

Wolffy.au
May 6 2011, 23:35
Just a heads up - I've added an SR5 Reezo's IED module to MSO, which I'll release this Sunday. Works beautifully I must say - job well done.

I've made some small changes, if they prove to be error-free, I'll let you know.

Reezo
May 6 2011, 23:46
Awesome. Thank you very much! You know MSO is one of the best and most exciting projects I've seen in the past months, hats off it's an honor to have such a thing available. I am actually going to add MSO to a campaign for SR5 Tactical, lol ;) thanks for using that Wolffy.

Wolffy.au
May 7 2011, 03:47
A question for you. I've noticed that if I drive from Loy Manara to Rasman, the search time is never quick enough to put an IED down in front on me.

Is this something I can fix from the parameters?

Militantsausage
May 7 2011, 05:50
I noticed this aswell.

Probably will be quicker if it is put into an addon.

Hellfire257
May 7 2011, 11:50
Is there any way I can make only BLUFOR set off proximity IEDs?

Reezo
May 7 2011, 12:51
Addon/script won't make a difference if you don't change the probability. Increasing the change (in %) of having IEDs can improve your chances to make the encounter.

Hellfire: Script-wise, the proximity IEDs blow up regardless of the unit side (a civilian could step on it and trigger it, for example, or a civilian car..)

Combat-Agent
May 9 2011, 07:12
So I set up both ambient bombers and ambient IEDS, and both work excellent in single player and non dedicated MP, but when it goes on the dedicated server, I dont ever get Suicide bombers/triggermen (bombers are set at 100% prob with only 1 civ with the proxy), and the ambient IEDS spawn on the map, but will not detonate. Any idea where I am going wrong here?

Suggestion might be to add ieds from scatter and amient ieds to be detectable. Easy fix.

Oh, 1 more thing, how do you enable your debug for all scripts?

Thanks.

Reezo
May 10 2011, 11:27
I am sorry if I have been away from this thread..it looks like it, but it is not :)

I am working hard to complete development of Smookie's PvP Animations Enhancement/replacement mod and this is the reason why I haven't worked on this script, yet.

I am officially going to set up a Dev Heaven space for it and this is going to turn into a mod, it is official.

The mod will most probably use @<hidden> for improved performance, reduced network load and total MP compatibility.

What I am seriously asking here, is:
I am looking for a modeler or 3d artist who is willing to create the Nomad detector tool object. Having this object in the inventory will automatically enable the scan procedure. Without this object I see little to no purpouse to turn this into a mod because it would be a chance missed..

We should maybe design a special kind of Rucksack that holds the detecting components: both will be required to be equipped for the soldier to be able to detect IEDs.

I am also considering something really special: the Nomad tool giving approximate direction to the IED and distance, and NO markers on map. You will directly see your Nomad pointing an arrow to the direction of the IED, with a number indicating the distance. This way you will be using the tool directly on screen to pinpoint the IED animation, with no map markers places automatically.

But..I need the object model. I think this should sound like an appealing request, considering the returned value :)

Combat-Agent
May 11 2011, 10:01
Has anyone got the ambient bombers/Ied modules to work on a dedicated server at all??

Kolmain
May 11 2011, 19:04
I'm waiting on the dedicated problem as well :/

Reezo
May 11 2011, 19:16
It will be fixed/improved in the mod release :) Thanks everyone :)

Wolffy.au
May 11 2011, 23:54
It will be fixed/improved in the mod release :) Thanks everyone :)
Ahh, interesting. Well, I will need to fix it for MSO, so I'll post back here if/when I do.