Page 3 of 7 FirstFirst 1234567 LastLast
Results 21 to 30 of 65

Thread: [FOCK]ers IED

  1. #21
    Gunnery Sergeant Mikie boy's Avatar
    Join Date
    Jun 20 2009
    Location
    United Kingdoom
    Posts
    470
    Author of the Thread
    send me a link to your mission with the ied script in it
    [FOCK] Mikie J

    Looking for New Players at Fockersteam
    http://fockers.moonfruit.com/

    A2/OA
    COOP Most Wanted - [Fockers] Most Wanted Co-x v07-09-2012
    Fock IED - http://www.armaholic.com/page.php?id...highlight=FOCK
    Fock Recruit/Group Management - http://www.armaholic.com/page.php?id=20580

    A3
    TvTCache Hunt - [FOCK]ers Cache Hunt TvT-x [ALPHA]
    Scripting Tutotial -http://www.armaholic.com/page.php?id=20465#comments
    Fock Recruit/Group Management - http://www.armaholic.com/page.php?id=19041

  2. #22

  3. #23
    Gunnery Sergeant Mikie boy's Avatar
    Join Date
    Jun 20 2009
    Location
    United Kingdoom
    Posts
    470
    Author of the Thread
    tried your mission - removed the if (isserver) from fock_iedinit.sqf

    works fine

  4. #24
    Cool.. thanks Mike, I did try that, but didn't get any explosions.. maybe I didn't test enough though. If I park my HMVV on top of one.. wait for 20 seconds or so.. It should explode, correct?

  5. #25
    Quote Originally Posted by smacker909 View Post
    If I park my HMVV on top of one.. wait for 20 seconds or so.. It should explode, correct?
    Hopefully not! You monster!

  6. #26
    lol. thanks for helping!!

    ---------- Post added at 00:52 ---------- Previous post was at 23:57 ----------

    Oh well.. still no luck. I'm curious Mikie, Did you actually get one to explode? If so, what vehicle? I'm seeing them on roads and can defuse them just fine. They just don't seem to be any threat. I used HMMWV GPK and SOV vehicles. Parked over 6 or 7 IEDs for about 20 seconds each. Nothing

  7. #27
    Gunnery Sergeant Mikie boy's Avatar
    Join Date
    Jun 20 2009
    Location
    United Kingdoom
    Posts
    470
    Author of the Thread
    Do they work when u r on foot? I ran up to one and Then it exploded. Didn't try in car as I was teleporting around the map

  8. #28
    my last testing I only drove up and parked over them

  9. #29
    Gunnery Sergeant Mikie boy's Avatar
    Join Date
    Jun 20 2009
    Location
    United Kingdoom
    Posts
    470
    Author of the Thread
    Check to see if u can detonate by walking Up Then we know the type if vehicle is and issue. I've used this in a few missions with no probs using vehicles but they have all been vanilla oa

  10. #30
    Hi Mikie, I can try that this afternoon. The vehicles I'm using are vanilla OA, I believe. BTW - I'm running SP, and not on server. That is okay, right?

    --

    at work at the moment, so can't test.. but what I gather is.. On start up, the following from Fock_iedinit.sqf adds the 'clear' action to the IEDs (after placing them) and then sets variable "Rigged" _random (either 0 or 1) and TRUE... then passes them to Fock_road_ied.sqf

    Code:
    _iedfound = [nil, _ied, "per", rADDACTION, "Disarm Ied","FOCK_ied\Fock_iedclear.sqf",[],6,false,true,"","(_target distance _this) < 3"] call RE;
    		call compile format['
    			_ied setVehicleInit "
    			this setVehicleVarName ""ied%1"";
    			ied%1 = this;
    				";
    				', _i];
    			_ied setVariable ["Rigged", _random, true];
    			null = [_ied] execVM "FOCK_ied\Fock_road_ied.sqf";
    So, I believe this is running ok, since I clearly see the addaction to clear the IEDs..



    From Fock_road_ied.sqf ... we should continue running while _ied is not null and at least one is active (1)


    I had added some HINT codes for testing.. in the following and noticed it was never hit.. after approaching and setting on the ied;

    Code:
    while {((!isnull _ied) and (_active == 1))} do 
    {
    	
       waituntil {count playableUnits >= 1};
    //	_searchtarget = nearestobjects [_ied,["CAManBase","Car","Tank","truck"],15]; 
    	_searchtarget = nearestobjects [_ied,["CAManBase","LandVehicle"],20]; 
    	_targetlist = [];
    		{	
    		 if (side _x == WEST && isPlayer _x) then 
    		  {
    			   _targetlist =  _targetlist + [_x];
    		  };	
    		}foreach _searchtarget;




    I played around with the _searchtarget lines but was never able to hit them. I will do more testing...

    the iedDetect.sqf script is working fine too Thanks for taking the time to help out
    Last edited by smacker909; Aug 21 2012 at 18:18.

Page 3 of 7 FirstFirst 1234567 LastLast

Similar Threads

  1. Tax the 1%ers and banks to pay for austerity?
    By walker in forum OFFTOPIC
    Replies: 317
    Last Post: Dec 24 2011, 15:55
  2. ied
    By SGTKOPP in forum ADDONS & MODS: COMPLETE
    Replies: 157
    Last Post: Jul 8 2010, 21:01
  3. Ied
    By 22Jacket in forum ARMA 2 & OA : ADDONS - Configs & Scripting
    Replies: 11
    Last Post: Aug 18 2009, 09:06
  4. IED's
    By Shiz in forum ARMA - MISSION EDITING & SCRIPTING
    Replies: 4
    Last Post: Mar 9 2007, 17:35
  5. Have any of you uk'ers here been caught?
    By theavonlady in forum OFFTOPIC
    Replies: 12
    Last Post: Jun 20 2002, 15:01

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •