Very nice. I "fear" we should bug hunt v1.3 and then start making some players really jump up their chair (or levitate their headphones, either one is ok)
Very nice. I "fear" we should bug hunt v1.3 and then start making some players really jump up their chair (or levitate their headphones, either one is ok)
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
New version working PERFECTLY with Virtual Training Space mission
Being able to spawn ANYTHING on the fly and making it an IED is cool !
I haven't seen any bugs that are showstoppers, in fact I haven't seen ANY bugs in the latest version.
Thanks for your patience albertors .... looks like it has paid off !
I'm really loving this script. Your suggested method did not work for me, so I haxxed around with it a bit, and got it working with James' Advanced IED script. At least it works for me testing it out. Not sure how it will affect MP. I got inspired by your way of detection in v.1.
One way to do it is to change James IED_MAN_v6.sqf script file.
At line 83 he has a "sleep 2;". Replace that line with the following code:
Now it is important to replace the sleep, as the 2 second sleep is insufficient time for the ied to get setup correctly and return as an object... That had me going for a whileCode://Initiate Reezo's "SR5 Tactical IED Detection and Remote Det script"; sleep 5; private ["_near","_nearCount","_Check_Types"]; _near = _iedpos nearObjects 2; _nearCount = count _near; _Check_types = ["BAF_ied_v1","BAF_ied_v2","BAF_ied_v3","BAF_ied_v4","BAF_IEDBox","Land_IED_v1_PMC","Land_IED_v2_PMC","Land_IED_v3_PMC","Land_IED_v4_PMC"]; for [{_y = 0},{_y < _nearCount},{_y = _y + 1}] do { { if ((_near select _y) isKindOf _x) then { nul0 = [(_near select _y)] execVM "scripts\IEDdetect\IEDdetect_add.sqf"; //the line below does not seem to work when trying to incorporate HOZ' disarm script. // HOZBOMBACT = (_near select _y) addAction ["Disarm Bomb", "HOZ_dabomb\scripts\ACT_dabombdlg.sqf", [player]]; }; } forEach _Check_types; };.
With that working it should be no problem to further incorporate Hoz' script. I've added the line for good measure. Just setup Hoz script as allways, and uncomment the line under the one that says "uncomment line below".
EDIT: Scratch that. I tried it and that didnt work.
The IED department is really shaping up real nice these days![]()
Last edited by Nielsen; Jan 17 2011 at 04:18. Reason: Correction
Thanks guys! Getting all the positive energy I can, store it, go to bed, work tomorrow and get back home to try and do more stuff
I am absolutely thrilled when I know that you're loving this script
Here is my official update:
I've been trying to add a new variable event, so far we have:
1. Fake IED detected (rare)..after a while the instrument reports the inconsistency but it might take it up to 1 minute. This means in a mission it can REALLY make things more exciting like: "Guys! Stop! I am reading an IED down this alley, we have to etc.etc."
2. Real IED detected .. but nothing the instrument can do. It could also be a fake..who knows? So you can look at things both ways eheh fun.
3. Remote Det available .. this means the instrument can broadcast a disruptive wave that can set the IED off. An action will be available but you will have to stand at safety distance or the device will tell you "danger close, aborted". If you are too far, the device will tell you that it is unable to broadcast the wave with enough strenght to reach the IED. When the IED goes off, it GOES OFF, literally..but the power of the explosion could be low, medium or high, randomly selected.
4. Manual Defusal Required. This is the last addition to my script. Your tool reports the only way to defuse the IED is to go there and do it the dirty way. The IED starts beeping, so it makes it easier to find (could be your tool reporting a sort of proximity sound notification). Now, the script checks if the IED object is something an engineer can normally "defuse" by using the default action (BIS added this to IEDs and Mines for engineers, since v1.54). This is the "easy" defusal mode. If course the IED could be remotely triggered by a triggerman, so approaching it just because the tool says so is..unsafe to say the least.
If the IED is another object, like a car, box, wreck, pile of tyres etc.. then the "nasty" manual defusal is necessary. You get close to the IED and use the "Defuse" action. Your tool comes up and reports some readings..random numbers for the moment. These numbers change at random intervals, from 0.3 to 2 seconds..next to your tool is the "INJECT CODE" button. You have to press the button when (this is for the time being) the reading is an even number. This is fairly easy but as I said the numbers change at random intervals so good reflexes are a priority.
I am having a hard time with the Resource Dialogs, if anyone wants to help I can PM him the v1.4 script (WIP).
But I might get a hang of itso sit tight.
From here on we can build it even more, like different reading types or better:
Good nite everyoneevery time you inject during an even number you get a +1. Every click you make makes the next readings change more quickly. You get 5 readings, at the end if the score is positive you defuse it, otherwise..boom.![]()
Thats a great idea. Looking forward to any updates!
EDIT:
A bit more feedback:
1. When the IED is detonated, the added action for remote detonation stays on it, and it doesnt get removed when executed. You just get the "Too far" hint.
2. I think it is cool that the script runs automated scans. Thats great for many scenarios. However I think that it would be nice with an option to make manual scans. It would be way cool if you could bring up the scanner (if possible not from the action menu) and hit a scan button. Maybe it would take a few seconds to get results. Or you could bring up the dialog, switch on the scanner, and the script would stay active while it was turned on. In that regard it would be nice if we could pause the script.
3. I really like the manual defusal idea. The "nasty defusal" sounds cool, and with that then who would want to be an engineer. I would rather have it be determined by class of unit than object though. So engineers can disarm the regular way to stay BIS compatible, everyone else has to do it the "nasty" way. That way we can still disarm regular ied's placed by another script the fun way
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Last edited by Nielsen; Jan 17 2011 at 02:13.
All sounds great, have you been messing around in my head??![]()
Just noticed I'm in the thanks![]()
My Releases:
ArmA 2 CO: Jackal Two Nine || US Army '09 Replacements || Marsoc Marines Replacement Coming Soon...
Skyrim: Jormungandr || Poison Blade (HD) || Poison Blade (Lighter Blade - HD)
Loving the script!
Is there a way to set it so that all engineers including AI engineers have the ability to detect? The reason I ask is because in my mission I have a recruit AI script and I want people to be able recruit an engineer and it will have the detection ability.
Is this possible?
Thanks
Just add the ieddetect init to every engineer et voilà.
Is there a isKindOf "engineer" ? I'm not a coder just a tinkerer.