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Thread: SR5 Tactical IED Detection and Remote Det Script

  1. #41
    @Acelondoner: You just have to add the iedDetect_init to the recruit script you are using.. E.g. your script has a
    [_unit] join Player;
    or something like that.
    Throw this next line in right below the one above:
    nul0 = [_unit,50,30,20,01] execVM "scripts\IEDdetect\IEDdetect_init.sqf";
    Make sure the "_unit"'s match. The _unit in red should be the same as the variable/prefix allready used to describe the unit in the recruit script (the blue one).

    Hope that helps

  2. #42
    Staff Sergeant Acelondoner's Avatar
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    Hmm... I'm not quite fiollowing

    This is the contents of init_newunit.sqf:
    Code:
    _unit = _this select 0;
    
    /*****************************************************************
    	following section to run only on server.
    	Note: duplicate respective code in the pve in the init.sqf
    ******************************************************************/
    if(isServer) then{
    	[_unit] execFSM (BON_RECRUIT_PATH+"unit_lifecycle.fsm");
    } else {
    	bon_recruit_newunit = _unit;
    	publicVariable "bon_recruit_newunit";
    };
    
    
    
    
    /*****************************************************************
    	Client Stuff
    ******************************************************************/
    _unit addAction ["<t color='#949494'>Dismiss</t>",BON_RECRUIT_PATH+"dismiss.sqf",[],-10,false,true,""];
    I guess it has to go somewhere in there?

  3. #43
    Quote Originally Posted by Acelondoner View Post
    I guess it has to go somewhere in there?
    Nah, not quite ..
    This references some other code. The
    PublicVariable "bon_recruit_newunit";
    triggers the code we want to change I think.
    Otherwise it is the unit.lifecycle.fsm file that handles it. But I dont know much about FSM I must say.
    What recruit script are you using? Give me a link to it, and I'll see if I can figure it out
    Last edited by Nielsen; Jan 17 2011 at 18:53.

  4. #44
    Staff Sergeant Acelondoner's Avatar
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    Thank you for helping
    This is the script http://www.armaholic.com/page.php?id=12113

  5. #45
    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.
    Whoa, thanks for letting me know. Will fix this asap.

    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.
    Nice idea. I think we should have an actual object that can be picked up from a crate and put in the inventory. About bringing up the scanner, pausing etc. that could be done easily but I MUST learn about dialog screens, controls and generally about RscPictures and similar. If you have ANY kind of material on it that you can point me to, I'd be glad to study. I am a total noob when it comes to dialogs and custom interfaces

    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
    Well, regular disarming can still be done on all kinds of IEDs (BAF_ied_v1, for example). To do regular disarming, you must be an engineer, anyway. Nasty defusals via code-injection need the Nomad tool, so it would be great (again) if it was a real item that can be picked up and used. I think it will be easier to understand when I manage to release v1.5 lol..but I need to study dialogs, so please any kind of tutorial I can get my eyes on would be awesome..and someone please make a Nomad 3d model to make it an item

    Better get to work!

    beeep..beeep..beeeep..


    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

  6. #46
    Quote Originally Posted by Acelondoner View Post
    Thank you for helping
    This is the script http://www.armaholic.com/page.php?id=12113
    No problem. I figured it wouldnt take me more than a few minutes.
    I had a look at it, and it seems simple enough. However I just realized that you only wanted engineers to be able to detect, so some kindof check is needed I think (like Kremator suggested). I dont know a/the overall type of engineer like "tank". "Engineer" does not seem to work. But you can however easily make it right for a specific type of engineer. Lets say you are playing a mission with US Army (OA) units.
    Open the recruit.sqf script in the "bon_recruit_units" folder.
    At line 45 where it says:
    /********************* UNIT CREATION ********************/
    _unit = group player createUnit [_unittype, [(getPos bon_recruit_barracks select 0) + 20 - random 40,(getPos bon_recruit_barracks select 1) + 20 - random 40,0], [], 0, "FORM"];
    _unit setRank "PRIVATE";
    [_unit] execVM (BON_RECRUIT_PATH+"init_newunit.sqf");
    if (_unit isKindOf "US_Soldier_Engineer_EP1") then {nul0 = [_unit,50,30,20,01] execVM "scripts\IEDdetect\IEDdetect_init.sqf";};
    /************************************************** *****/
    Insert the red line. That should do it I think.
    If you are not playing with OA US units, then just find the typename for the correct engineer. E.g. if playing regular Arma 2 you would use "USMC_SoldierS_Engineer". And make sure to adjust the numbers in the execVM array for your prefered settings for the IED detection script.


    @Albertos:
    Just to be clear, the problem is not when you remote detonate, but when my triggerman detonates the IED. If the triggerman detonates so the IED no longer exists, then the remote option stays on.

    I think it would be SO awesome with an object for the script, however I have nothing to offer but my hype in that department. I have zero experience with creating models/addons.
    About the dialogs. I have only just recently thought about diving into dialogs myself, so I propably cant help you there. I got a lot of inspiration from Hoz' script though. But I sadly dont know of any tutorials on the subject.

    I think I understand what you mean about the disarm now. Sounds cool. Looking forward to the next version.
    Sent you a pm btw.
    Last edited by Nielsen; Jan 17 2011 at 19:43. Reason: typo

  7. #47
    @Albertos:
    Just to be clear, the problem is not when you remote detonate, but when my triggerman detonates the IED. If the triggerman detonates so the IED no longer exists, then the remote option stays on.
    Ah ok, I get it now. This can be solved easily. I will make it so that my _remoteDet.sqf script checks for the existence (alive _IED, for example) and, if NOT found, it will remove the action. I will probably add the "anomaly inconsistent" as if the tool believes the previous IED report was fake (since the IED stops existing).

    This would avoid adding a new .paa image (doable but still, les is mo ).

  8. #48
    You could check if the unit is an engineer by the relevant entry in their config:

    PHP Code:
    engineer 1
    If you use something like:

    PHP Code:
    if (getNumber (configFile >> "CfgVehicles" >> typeOf _unitname >> "engineer") == 1then
    {
           
    Your code here:
    }; 
    That way, you won't jave to keep adding classes in as new addon units are released.

    Hope that's helpful for you.
    Hackintosh Windows 7/Mountain Lion. Intel i7-920 @3.8 Ghz.
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  9. #49
    @Albertos: Yeah no biggie.. And I agree, no need to make another dialog for that.

    @Das Attorney: Great idea..

  10. #50
    Staff Sergeant Acelondoner's Avatar
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    Quote Originally Posted by Nielsen View Post
    No problem. I figured it wouldnt take me more than a few minutes.
    I had a look at it, and it seems simple enough. However I just realized that you only wanted engineers to be able to detect, so some kindof check is needed I think (like Kremator suggested). I dont know a/the overall type of engineer like "tank". "Engineer" does not seem to work. But you can however easily make it right for a specific type of engineer. Lets say you are playing a mission with US Army (OA) units.
    Open the recruit.sqf script in the "bon_recruit_units" folder.
    At line 45 where it says:

    Insert the red line. That should do it I think.
    If you are not playing with OA US units, then just find the typename for the correct engineer. E.g. if playing regular Arma 2 you would use "USMC_SoldierS_Engineer". And make sure to adjust the numbers in the execVM array for your prefered settings for the IED detection script.


    @Albertos:
    Just to be clear, the problem is not when you remote detonate, but when my triggerman detonates the IED. If the triggerman detonates so the IED no longer exists, then the remote option stays on.

    I think it would be SO awesome with an object for the script, however I have nothing to offer but my hype in that department. I have zero experience with creating models/addons.
    About the dialogs. I have only just recently thought about diving into dialogs myself, so I propably cant help you there. I got a lot of inspiration from Hoz' script though. But I sadly dont know of any tutorials on the subject.

    I think I understand what you mean about the disarm now. Sounds cool. Looking forward to the next version.
    Sent you a pm btw.
    Thanks Nielsen, I would test this^ but for some reason this script is acting wierd in my mission atm...

    It's saying that the engineer (detector) is an IED and just keeps on scanning saying it was clean. Also, no IED's are getting picked up on the scanner apart from the one I just mentioned.

    Any ideas?

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