send me a link to your mission with the ied script in it
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
tried your mission - removed the if (isserver) from fock_iedinit.sqf
works fine![]()
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?
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![]()
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
my last testing I only drove up and parked over them
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
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?
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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
So, I believe this is running ok, since I clearly see the addaction to clear the IEDs..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";
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 tooThanks for taking the time to help out
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Last edited by smacker909; Aug 21 2012 at 18:18.