http://<b>http://feedback.arma3.com/...hp?id=2294</b> (fix Aiming Deadzone where it doesn't feel like you have rocket thrusters on a pair of friggen 90 year old granny noodle-arms!)
I'm working on basic disarm scripts, but certainly nothing fancy. I'm not very good at the more complex scripting aspects.
Nope. Violates OPSEC.As you are an expert and have a lot of experience with these kind of devices...
Would you like to tell us more about how to deal with them?
I've never encountered a device that couldn't be defeated.Which of them are absolutely unbeatable?
Technically speaking, they can all be avoided. As with the real deal... sometimes you get lucky and then again sometimes you don't. This modification while certainly "workable" in COOP, would most likely be better utilized in a TvT environment. This is purely my own observation. They can all be disarmed so to speak. Whether that is by physically attempting to do so, or by destroying the device/devices in place with a charge.Which ones could be avoidable, disarmed and/or remotely triggered?
I'm looking into that right now. The majority of the devices will be visible to the naked eye, minus of course the DBIED's which will necessitate the Husky with a RCP to detect it.Will you include some "tools" or measures to manage risks when facing these devices?
A good portion of the explosions in the video were 85mm or below but yes, I am working on the more difficult to spot, smaller devices. That said, you need to understand how IED's work and how the forces that employ them think. Their mentality is; you either go big or you go home as the bigger the device, the more of a chance there is to inflict maximum damage and destruction to both equipment and personnel.
Can we expect devices which require a trigger man to be alive to detonate?
Thank you for your quick answer, Sir!
I never meant to ask for any kind of OPSEC violation... I just wanted to know if we shall cut a blue wire or a red one... lol
You know, we do not manage technical stuff... in fact, the closer I've been to these artifacts was at cinema... watching "The Hurt Locker"
I'm looking at trying to add something like the AN/PSS-12 Mine Detector. However, I'm absolute shit at modeling and wouldn't even wanna touch on attempting to animate said object/character if I even got a working representation in-game. It makes my head hurt thinking about it.
As for the Hurl Locker... I think I just threw up in my mouth a little. It's utter nonsense mate, plain and simple.
On that note - Just finished up something I think you guys might find interesting.
First, put a mine on the map, either using the editor, or do it yourself.
Then grab the AN/PSS-14 from the box, and turn it on with the self interaction key.
When the detector part is right over a mine, it will beep. It must be either on or extremely close to the mine.
Last edited by JDMT; Mar 1 2012 at 18:55. Reason: Added a video.