Jump to content
Sign in to follow this  
Codester

IED problems, Won't BLOW UP!!

Recommended Posts

:mad: So I watched the 2nd tutorial on how to place an IED. I did everything and when the humvee gets right by the IED a thing pops up and says " IED.sqf Not found" both the files are saved as IED.sqf. and when I go to my documents/arma2/missions * its there. so the file does exist. Can someone direct me in the right direction. Honestly the 2nd video doesn't say exact how to place an IED. I had to keep pausing it to see the little things he says not to worry about. Any help? Thanks a bunch!

-Cody

Share this post


Link to post
Share on other sites

Can you please provide more information? What tutorial? What are the instructions?

Share this post


Link to post
Share on other sites

Well honestly there are no instructions, its the arma2 tutorials at their website. its tutorial 2 there suppose to be teaching you how to make an IED. Well they dont really take the time to show you how to make it blow up they just skip tons of stuff. So really I made a IED on the side of the road. It is a bunch of garbage. All I want is it to blow up as soon as Blufor comes by it. What does it take to do that?

Share this post


Link to post
Share on other sites

I'll see if I can help you soon with the script, but at the moment there is a way to make a IED a bit more simple

- get any unit eg. civ, insurgent and name him IED_operator

- put in his init "this addmagazine "baf_ied_v2"

- then give him a waypoint to where you want your IED (I suggest you put him next to the waypoint)

- In the waypoint on activation box put "IED_operator fire ["baf_ied_v2_muzzle"];"

- Put a trigger down and adjust size, the trigger is what sets off IED

- in the trigger settings, adjust it for Blufor activation and in the on activation box of the trigger put "IED_operator action ["touchoff", IED_operator];"

The result should have a unit run to a road (or wherever you want your IED) and put the IED on the ground, and when a blufor unit walks into the trigger it should detonate the IED.

Share this post


Link to post
Share on other sites

The IED examples in the BIS Editor videos aren't really "IED"s, they are just triggers spawning a round to cause an explosion. If you don't have the trigger set right, they won't "work".

Share this post


Link to post
Share on other sites

exactly, my idea is actually kylanias i'm pretty sure, it is more realistic to have someone place an actual IED object than have artillery spawn on garbage.

Share this post


Link to post
Share on other sites
exactly, my idea is actually kylanias i'm pretty sure, it is more realistic to have someone place an actual IED object than have artillery spawn on garbage.

Here's the link to my demo of that. :)

Share this post


Link to post
Share on other sites

I do not want to divert the topic, but I have a question about that BIS IED Tutorial, the explosion doesnt make any damage? why? I was standing right next to the IED and when it blows up nothing happen to me, and I set it with a HUGE explosion...

Share this post


Link to post
Share on other sites

It is probably cause when it was spawned in garbage in had no line to your player, which must of stopped all the shrapnel from hitting you. Trust me, just use kylania's IED demo, it is far better.

Share this post


Link to post
Share on other sites
I do not want to divert the topic, but I have a question about that BIS IED Tutorial, the explosion doesnt make any damage? why? I was standing right next to the IED and when it blows up nothing happen to me, and I set it with a HUGE explosion...

Are you using a beta version? Some version floating around right now has a problem where spawned LGBs aren't doing damage I seem to remember.

Share this post


Link to post
Share on other sites

I had reported that bomb problem in Sept, this was Dwarden's reply:

http://forums.bistudio.com/showpost.php?p=1756214&postcount=73

Unless you're using that beta in that post, your bombs *should* be working, at least I'm not having any problems in the current beta. Maybe you have stumbled across a new way to make them ineffective?

Share this post


Link to post
Share on other sites

Don't know if you found a solution, if so, here might be another alternative that I haven't had any problems with.

; Improvised Explosive Device Script
; By Jeevz
; v1.2 12/13/06


; This script will create an explosion of a
; selected size on any object when called
; The arguments are [objectName, explosionPower]
; Explosion Power will be 1 of 4 choices
; Small - Good for Anti-Personnel use
; Medium - Will usually disable a Humvee without killing the occupants
; Large - Will usually destroy a passing humvee and kill or severly injure all occupants, will disable the tracks and possibly engine on M1A1
; Huge - Nothing will survive, I mean... it's HUGE :-)


; Example script call --> [theCar, "Small"] exec "IED.sqs"

;start script

_theObject = _this select 0
_theExplosion = _this select 1

;locate the Object to be blown up
_bombLoc = GetPos _theObject
_bombLocX = _bombLoc select 0
_bombLocY = _bombLoc select 1
_bombLocZ = _bombLoc select 2


; Deterimine the ordinance used to create the explosion
? (_theExplosion == "Small") : _ammoType = "R_57mm_HE"
? (_theExplosion == "Medium") : _ammoType = "M_Sidewinder_AA"
? (_theExplosion == "Large") : _ammoType = "BO_MK82"
? (_theExplosion == "Huge") : _ammoType = "Bo_GBU12_LGB"

civvy1 globalchat _ammoType

; Get the explosion size and blow the object up

? (_theExplosion == "Small") : goto "SMALL"
? (_theExplosion == "Medium") : goto "MEDIUM"
? (_theExplosion == "Large") : goto "LARGE"
? (_theExplosion == "Huge") : goto "HUGE"


#SMALL
_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]
_theObject setdammage 1
civvy1 globalchat "Small"
exit

#MEDIUM
_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]

_theObject setdammage 1
civvy1 globalchat "Medium"
exit

#LARGE
_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]
_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]
_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]
_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]
_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]
_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]
_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]
_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]
_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]
_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]
_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]
_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]
_theObject setdammage 1
civvy1 globalchat "Large"
exit

#HUGE
_ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]
_theObject setdammage 1
civvy1 globalchat "Huge"
exit

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×