Nice! I'll test and report back
EDIT: It seems to be working. It detects James IED's but you cannot difuse them. Also, dunno whether it's intentional but the debug messages have now dissapeared since the little update you done just now.
Nice! I'll test and report back
EDIT: It seems to be working. It detects James IED's but you cannot difuse them. Also, dunno whether it's intentional but the debug messages have now dissapeared since the little update you done just now.
Last edited by Acelondoner; Jan 21 2011 at 03:17.
Yes, debug is intentionally turned off. If you want it back ON, in ieddetect_init.sqf change:
reezo_ieddetect_debug = false; into true
I jumped on my chair when I noticed the IEDs are detectable, I didn't move to the IED because I couldn't find the triggerman..there might still be problems, but for now, they can be detected
Defusing them with a triggerman around - even when both scripts will interact correctly - won't be good for our health.
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
lol, I've been working with your script so much that I totally forgot his script had a triggerman aha
Great work mate.
Here's a couple of thoughts when testing it with buddies:
In MP it seems inconsistent across players. One person would detect it, then it would detect on the other people. The first person who detected it would get the option to Remote Detonate it -always- (note: we never were able to blow it from a distance using the action menu. When we did get the Remote Detonate it, we had to go up to it and INJECT it with the number. And only the person who first detected it could do that).
Now... that was for the James script and the _add.sqf in an object.
Suggestion: for the James script, when it detects using the James script make it say something along the lines of, "Active Frequency Detected" or something of that sort (something that gives the player a hint that there is a triggerman).
And lastly, another suggestion: lower the detach IED option so you only get it to pop up within, lets say, 1 meter. BUT, I think that you should need to SEARCH the object that has the script in it, have it trigger an animation, and THEN you'll get the detach IED option.
Edit: Also, we were getting BUNCH of Fake IED hits, are you sure the ", 01]" in the detector.sqf is 1%? It may have just been chance, but it was a lot. It may have something to do with the fact that our SCAN interval was set to 5 (note: with no lag issues).
Edit #2: Just had an idea I thought I should throw out there... EOD Suit. Terribly needed/wanted to go with this. Now, how would this be put in a practical solution? Well, in theory (and this is a theory), use a similar system the ACE Rucksacks do. Basically a remodelled/textured rucksack, that instead of a backpack it's a full body suit that covers your player model. It'll take up your second primary inventory slot, and we can actually make it very heavy so that you'll have to drop all excess equipment minus a pistol and a magazine as well as giving the model an actual armor value. Thoughts?
Last edited by SpectreRSG; Jan 21 2011 at 05:14.
I have also noticed this. Sometimes it doesn't happen and sometimes it does. It will just keep popping up with fake IED's over and over. It marks the spot real far out as well, like 1000m etc.
EDIT: It seems to be doing it alot more now for some reason... It also seems to show the approx position of the fake IED at another player/detector.
Last edited by Acelondoner; Jan 21 2011 at 08:58.
Thanks for the feedback. I'll keep testing and improving, I have a couple clues why these things happen.
I must say that, for the moment I am forced to disregard any feedback related to James' script. I need to stay focused on testing my own script first and programming always requires a very rational approach, to avoid loosing track of progress.
I am not saying you must provide me with feedback, but if you do, make sure you follow these guidelines.
1) Make it simple, like 1 EOD 1 IED
2) Start building up gradually
3) Proceed excluding variables, e.g. at first put Fake IEDs to 00 to avoid that
4) Change one variable at the time, to maintain control of the events
This is how I am going to test things now that the script code is all polished and organized. Dedicated server testing is a must because we all know ArmA changes drastically one things go "real".
Thanks a lot for taking part in this project, I might create a dev-heaven section for this whole thing, it should help us keep track of the most constructive and "professional" feedback.
It's either us or the script, because if we don't whip it programmed code always kicks back! whipwhip!
UPDATE: I have v1.5RC2 almost ready. I've started testing on dedicated exclusively, no more local/editor simulations. Everything works, with multiple EODs, scanner units, scanner vehicles and both units and vehicles.
I need to make the following improvements, and then 1.5RC2 is released.
1) Check for isServer and !isServer calls, in order to avoid duplicate scripts running (done)
2) Improve the attachment system (to be done)
3) When a scanner unit is inside a scanner vehicle, pause the unit scanner (not really necessary because of the "busy" variable, for now).
Oky.laters..
Last edited by Reezo; Jan 21 2011 at 18:34.
bump?Alright, VERY nice job with this script, I've been following it closley but was unable to post until now, great job! Only question is with respawn/Norrin's revive. Im using Norrin's revive script and wonder how I can readd the detect to only engieneers? Any ideas? And for anyone trying to get this to work with james' ied script i believe its on page 5Keep up the great work! Let me know if you need anything!
![]()
To further Kolmain's bump
I have issues with Norrin's revive too, one being adding the:
In the description.ext, it just crashes to desktop everytime saying:class CfgSounds
{
#include "scripts\IEDdetect\IEDdetect_sounds.cpp"
};
class RscTitles
{
#include "scripts\IEDdetect\IEDdetect_screens.cpp"
};
And when placed in the revive.sqf\dialogs\config.cpp it crashes to desktop saying:
This is the only thing stopping me from using this awesome script, tried working round this with no great success![]()
Viper you have to remove the conflicts from description.ext
It just takes tinkering
Stitching together dialog conflicts is like an art form![]()
Last edited by Kremator; Jan 21 2011 at 21:41.