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Thread: New advanced IED script is out

  1. #41
    I get similar strange results,

    1. If I set all options to Zero, meaning he just stands by the bomb in line of site, Then I drive up to the bomb it does not detonate.

    2. If I set any of the options beyond zero it appears he never finds a location to set off the bomb as the body continually respawns as Gnarly Sees above.

    3. Seems I have the same issues and thats locally hosted in the editor.

  2. #42
    Seems the error is here

    File mpmissions\__cur_mp.Takistan\IED_Man_v6.sqf, line 145
    Bad conversion: array
    Error in expression <d_A_Minaret_EP1";};_BuildingArray = nearestobjects [_man, [_BT],120];If ( >
    Error position: <nearestobjects [_man, [_BT],120];
    If ( >
    Error 0 elements provided, 3 expected

    Anyone understand the fix for this, loops this error on dedi server and the poor guy goes crazy looking for the sweet spot...

  3. #43
    This script works beautiful on the new Fallujah map - AI picks great hide spots and with much trash around you at times (especially during firefights) can't always keep your eyes open / spotting for IEDs...

  4. #44
    Works great on my Domination Fallujah map that i've made this weekend! Now to find a way to randomly spawn these guys around the map the whole time. Perhaps a respawn script will do the trick...

    Will they randomly create IED's around the map until they get killed?

  5. #45
    Just realized that I never said thanks in this thread.
    This is a great script man. I love it. Thanks for the good work!

  6. #46
    Thanks for this great script! It works great with my IED Detector and Remote Det Script, available here:

    http://forums.bistudio.com/showthrea...59#post1834659

    I've posted instructions on how to adapt (fairly easy) your script to work with mine.

    Thanks!


    Missions: The Taking of Fallujah (ACE) | A Day in the Life (ACE) | Roadblock Duty (ACE)
    Developer for: ACE RWR Radar Component | EOD Mod | SMK Animations Mod | IED Det. and Disp. Script | MOUT Generation Script | Loudspeaker Script | SniperPod Camera Mod

  7. #47
    Is there anyway that we could intergrate something like this?
    So say certain convoy's will be protected whilst infantry or other convoys are still at risk?

  8. #48
    Second Lieutenant Kremator's Avatar
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    Jun 8 2007
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    There has been no activity from the author since 23rd September ...... anyone have any contact details so that we can perhaps get an update ?

    In particular, although this is GREAT for takistan, we need other building types included so that the scripts may be used in ANY building in the ArmaUniverse. Pretty please, with bells on !

  9. #49
    I would also love to get in contact with the author, since I've made changes to this script that make it work with my IED detection and Ordnance Disposal Scripts.

    I wanted to know if it was ok to publish it, James please if you are reading this let me know

  10. #50
    I will continue to improve the script & add further options, but if any one wants to re-write sections or adapt it to there requirements please feel free. Finally please feel free to post any comments or questions & I'll try to answer them, if you do change the script or have a better idea please post it in this topic.
    Just an extract from the end of the script description on page one, as with most scripts the authors generally dont mind improvments or modifications aslong as they are posted in the thread for themselves and others to use/enjoy.

    "Si vis pacem, para bellum"

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