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Thread: SR5 Tactical IED Detection and Remote Det Script

  1. #21
    I've almost completed v1.3.

    Changelog:
    - Fake IEDs are now possible: the instrument MIGHT pick up anomalies that are NOT IEDs. This means you get the warning (rare) and after some time you get the clearance for the warning. Until you get the CLEAR signal it will be impossible to understand if it's a real or fake IED. Verification can take up to 60 seconds.

    - Added a "Danger Close" and "Too Far" abort messages when performing a Remote-Det. this means if you trigger a Remote Det in close proximity of the IED the remote det will abort. Same thing if you are too far from the IED, because the device won't be able to send a disruptive wave capable of travelling that far.

    - Fixed typos in the .paa graphics and added more graphics (optimized them so each one weights approximately 20Kb less).

    - Optimized the script with a global "busy" variable, this will make it easier to avoid "crossing" of this script when multiple engineers are working together.


    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

  2. #22
    Houla Enorme !

    Thanks for that work : We going to test it.

    If I understand well it is not necessary to put it on servers for Mp mission.

    It needs only to be in the mission folder and on the unit using it ?

  3. #23
    Second Lieutenant Kremator's Avatar
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    I am trying to join James' IED placement script with this one. I get the 'IEDDETECT_INIT COMPLETED' for every IED that is placed so it seems like it is working and is adding the object onto the global variable.

    However if I change BAF_IED_V1 to LAND_IED_V1_PMC then no IEDs go off. If I keep them as BAF_IED_V1 then they are placed but I can't detect them. Hmmmm.

    Anyone been able to get these two scripts working together .... even better if someone can add HOZ bomb scripts into the mix !

    Is this the reason for the failure ?

    Error in expression < _y + 1}] do
    {
    {

    if ((_near select _y) == _x AND _x distance (getPos _detector)>
    Error position: <== _x AND _x distance (getPos _detector)>
    Error Generic error in expression
    File missions\IED_Man_V6_PR.Takistan\scripts\IEDdetect\ IEDdetect.sqf, line 47
    Last edited by Kremator; Jan 16 2011 at 08:01. Reason: Further edit from RPT

  4. #24
    It needs only to be in the mission folder and on the unit using it ?
    Correct, it's a script not a mod.

    I am trying to join James' IED placement script with this one. I get the 'IEDDETECT_INIT COMPLETED' for every IED that is placed so it seems like it is working and is adding the object onto the global variable.

    However if I change BAF_IED_V1 to LAND_IED_V1_PMC then no IEDs go off. If I keep them as BAF_IED_V1 then they are placed but I can't detect them. Hmmmm.
    In v1.3 I've changed the debug message to "IEDDETECT_ADD COMPLETED", so you know that you should get an _INIT completed for each EOD unit and _ADD completed for each IED added to the array. But basically yes, the script seems to be working.

    About the BAF and PMC IED, I think it has something to do with the fuses..because one thing is the actual object, another one is the fuse (meaning something like .. the trigger for the bomb).

    My best guess is to try and tweak James script WITHOUT mine, just to convert it to LAND_IED_V1_PMC and so on..when IEDs with the NEW classes get placed and go off I would go ahead trying to integrate my script.

    Sorry, these are just theories, I am going to keep working on my script for a while so I can't really get into "coordinating" other scripts in it..but I will, eventually. I think it's better for me to stay "on my side" and keep developing this one

  5. #25
    Second Lieutenant Kremator's Avatar
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    Thanks for the debug _ADD ... will check it now. Is 1.3 out yet ? Still working with 1.2 here from the download address.

    EDIT: Just tried James' scripts with LAND_IED_V1_PMC and it throws up errors. Wierd indeed.

    Are the BAF and PMC classnames the only ones we can use ?

    FURTHER EDIT: I changed IEDDETECT.SQF so that it now says _ADD as a debug and all of the 5 IEDs are being added. Seems strange that I cannot detect them, when it is initd correctly onto my player. Will tinker some more!

    FURTHER FURTHER EDIT WITH SUCCESS ..... the problem line is
    if ((_near select _y) == _x AND _x distance (getPos _detector) < _range) then {
    When it is commented out and the line above uncommented the two scripts work perfectly !!! I just now have to sort out a failure mechanism for the detector script so that the IED must be disarmed manually by cutting wires (from HOZ )
    Last edited by Kremator; Jan 16 2011 at 12:15.

  6. #26
    Thanks for the debug _ADD ... will check it now. Is 1.3 out yet ? Still working with 1.2 here from the download address.
    It is not. If it was the first thread would report v1.3 and not v1.2.

    Are the BAF and PMC classnames the only ones we can use?
    As far as I know these are the ones that 1) look like typical IEDs 2) work with ammo/muzzlename combinations that allows AI and players the "touch off" command.

    FURTHER EDIT: I changed IEDDETECT.SQF so that it now says _ADD as a debug and all of the 5 IEDs are being added. Seems strange that I cannot detect them, when it is initd correctly onto my player. Will tinker some more!
    You should edit IEDdetect_add.sqf instead. The latter is responsible for adding IEDs. If you look at the end of the script you'll find the debug command, the notification says "IEDDETECT_INIT COMPLETED" but it should say "IEDDETECT_ADD COMPLETED". It just makes it easier to understand when an object is added to the detectable-IEDs global array.

    FURTHER FURTHER EDIT WITH SUCCESS ..... the problem line is
    This is pretty weird..commenting out that IF cycle would basically blow the entire script up. This was also improved to enhance MP compatibility when multiple EOD units can detect IEDs. I wouldn't go that way but who am I to state this?

    Also, you should consider watching the problem from this additional angle, as well: this IED detection script works. James' IED script works, too. If, while trying to blend them together, something goes wrong, it is not in one of the two scripts that I would go mess my hands in. I would rather focus on the code responsible for blending them together. I am absolutely noone to tell you what to do and what not of course, just my 2 cents, an additional point of view might be useful. Good luck always!


    About adding "cut the wire" functionalities:
    I don't know how much playability this is going to have (wonder if this playability is actually a word eheh). If I had a detector that tells me an IED is there, I would have no clue whether or not this was a proximity IED (in terms of scripting) or a "time" bomb. If it is the latter one, I don't think blending the "cut the wire" and the IED script will do anything useful (just use both of them independently in your mission and voilà! win-win). You would need to "stop" a proximity IED script (like James') to allow cut-the-wire operations..and what about the "right" cable to cut? How would I know? Mission-based objective or intel element? Then use the "cut the wire" script alone, I would say. 25% chance of blowing up when having NO clue about the wire will always mean "leave it alone and go round it", in my opinion.

    So at the moment I don't see any particularly salty grain of thought to implement "cut the wire" things with this script but you should see this as a motivational hazard for you to try and convince me lol
    Last edited by Reezo; Jan 16 2011 at 13:32.

  7. #27
    Second Lieutenant Kremator's Avatar
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    Thanks for the reply mate. I dont know why the line you comment out works and the one designed to work doesn't.

    I think for the 'cut the wire' type of IED we would need something like "it's not working on any known frequencies" and therefore you would have to carry it out manually. Perhaps some variable, or maybe even we just DON'T add it to the IED global variable. Just thinking out loud here

  8. #28
    Quote Originally Posted by Kremator View Post
    Thanks for the reply mate. I dont know why the line you comment out works and the one designed to work doesn't.

    I think for the 'cut the wire' type of IED we would need something like "it's not working on any known frequencies" and therefore you would have to carry it out manually. Perhaps some variable, or maybe even we just DON'T add it to the IED global variable. Just thinking out loud here
    You're welcome. I'll definitely try my best to solve this once I smoothed out the edges of this script, I am sure others (provided they have interest eheh of course) can try to blend the scripts together for the time being (while I keep improving my script).

    For 'cut the wire' situations, yes, I get where you are going and I like it. There is still something to think about, though..but we're getting there.

    The 'cut the wire' script seems more oriented towards "objective" planning, like there is THE bomb (or DA bomb lol) in a mission. My script goes more along the line of what James' did..we're thinking almost as if these were modules, like ALICE or others work, to create a more lively environment.

    But anyway, it's definitely worth exploring..

    maybe..just maybe (brianstorming..) we could think it this way:

    SINCE my objective is to try and develop a specific engineer/EOD type of player..it could be worth adding stuff where skill plays a dominant factor on defusing and other disposal tasks.

    BECAUSE OF THIS we could try adding something like this:
    1. the bomb has a display where random sequences appear
    2. random sequences change irregularly: some stay for 1 second, some stay for 0.5, some stay for 2 seconds etc.
    3. you have to cut all four wires, one at the time
    4. you must cut them (click) when the sequence follows a certain pattern, like (very easy example, just for the sake of it) when it's an even number.

    Since you don't know how long the number will stay on display, a certain attitude is required..like "omg it's the right number, it's been like that for 1 second..what do I do? I click? I wait? etc..

    5. After a certain amount of sequences the bomb goes off or
    6. The bomb goes off if you step away from it (pressure plate booby).
    Again: Brainstorming

    UPDATE: v1.3 is out! Check 1st post
    Last edited by Reezo; Jan 16 2011 at 16:19.

  9. #29
    Warrant Officer Demonized's Avatar
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    And maybe add a skill gain for every sucessful disarm, remote disarm etc for engineer, kindof like XP..
    Making engineer, stronger better faster as long as he is alive, reset when dead etc..

    Just brainstorming a little as well.
    My scripts:
    Spoiler:

    what to do when posting any kind of code dammit!!

    Any new mission editor or scripter in Arma2 should have read Mr Murrays Editing Guide Deluxe at least once, it still applies for A2 even though it was made for Armed Assault.

  10. #30
    Second Lieutenant Kremator's Avatar
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    I like that idea !

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