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Thread: New advanced IED script is out

  1. #21
    @ Antigoon,

    Glad you got it working, sorry about the error in my documentation, when you say he didn't have line of sight, how far out was he, I must have tested this 60 or so times in the early stages & I thought that alot but I had him as a Team switch option, so I was able to switch over & look through his eyes.

    The only small problem I had was with trees and bushes he could see a little more through them than he should have been able to, apart from that he was spot on every time. Because he has to detect the body spawned by the IED he should have to have line of sight.

    The only thing that will cock it all up is if you as a player were to reveal the body whilst it's there but even then you have to be part of the same faction as him, so if he's OPFOR you have to be OPFOR, the reason for this is by revealing the body you broadcast it to all units of your faction & at that point he knows everthing about the body, hence the IED, even if he's on the moon I think.

    Regards

    James

  2. #22
    Hi 00dc15,

    As you said, when testing , I followed him around as a member of the same faction. That probably explains why he didn't have line of sight to the IED and still detonated it at the wright moment. I'll test again as a civvie, but , hey, I'm glad it works as it is now! Working on an ambush type mission atm, so your script definately comes in handy.

    Thx again, 00dc15!

  3. #23
    Wish someone would try this without an AI placing it, although we know someone placed it often they could also be long gone, it's not very difficult to make a trigger so it really does not have to be in line of site and in missions which do not have civs running around it becomes an obvious indicator when you spot the civ that hid the IED. I've also been wondering if it's possible to actually burry them some and still have an effect since most are not so easy to spot.

  4. #24
    @ Callihn,

    If I understand you correctly, you don't want an AI to place or detonate the IED & you want the IED underground. If I'm correct then all you need to do is have a BLUFOR trigger that spawns an explosion.

    Regards

    James

  5. #25
    Quote Originally Posted by 00dc15 View Post
    @ Callihn,

    If I understand you correctly, you don't want an AI to place or detonate the IED & you want the IED underground. If I'm correct then all you need to do is have a BLUFOR trigger that spawns an explosion.

    Regards

    James
    How do you go about this? How to you place just an explosion to take place? And can you place that with a wide placement radius (say 150 m) so you don't know exactly where that would be?

  6. #26
    Wow love this script it adds so much to the game.
    well done 00dc15.
    [img][/img]

    I am the sting at the tip of the Scorpions tail
    Cry 'Havoc,' and let slip the dogs of war.
    That this foul deed shall smell above the earth With carrion men,
    groaning for burial.

  7. #27
    Script looks awesome.
    Just a quick question.
    Are the IEDs defusable?

  8. #28
    Yup, per the normal Engineer defusing ability.

  9. #29
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    Quote Originally Posted by meade95 View Post
    How do you go about this? How to you place just an explosion to take place? And can you place that with a wide placement radius (say 150 m) so you don't know exactly where that would be?
    @Meade95, basic IED scripting here:

    http://forums.bistudio.com/showthread.php?t=93556
    Last edited by gnarly_rider; Sep 25 2010 at 00:53.

  10. #30
    Very nice work and very promising.
    I noticed you're only allowing BLUFOR to be the target of the IEDs. I'd rather like to see that as a parameter and/or allowing multiple sides to trigger the detonation.
    Otherwise all 5 thumbs up.
    Last edited by mrCurry; Sep 24 2010 at 15:06. Reason: Typos

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