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#1 Posted at 2011-04-16 14:26        
     
Just a little pimp of a test video of a script my team and I have been working on.



The idea is to create a load of roadside clutter, as is common in towns in the sandpit.

Eventually, some of these clutter objects will have IEDs. :)

Note that this is be for CO only as it uses both ArmA2 and Arrowhead objects.

This post was edited by DarkXess (2011-04-16 14:49, ago)


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DarkXess  

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#2 Posted at 2011-04-16 14:47        
     
Modedit:
Moved to correct section as this is a WIP addon/mod.
Also fixed your youtube link to work correctly on the site.

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#3 Posted at 2011-04-16 22:09        
     
Thanks Dark. I wondered for a while where to put it... flipped a coin... got it wrong.

I couldn't see the youtube tag in the editor, but I see how it's done now. Again, many thanks. :)


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#4 Posted at 2011-04-16 23:27        
     
# TankbusterSPAFF : Thanks Dark. I wondered for a while where to put it... flipped a coin... got it wrong.

I couldn't see the youtube tag in the editor, but I see how it's done now. Again, many thanks. :)

Its actually something ive mentioned to Foxhound about having a YouTube tag code within the editor
when typing, so its easy and just press! lol... he is a busy guy though so we will have to just wait.

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#5 Posted at 2011-04-16 23:28        
     
Busy?? What does he do? I mean, really.... :-D


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#6 Posted at 2011-04-16 23:46        
     
# TankbusterSPAFF : Busy?? What does he do? I mean, really.... :-D

LoL Foxhound is the Admin of this site! and to be honest, I dont know what his daytime job is!
Anyways, lets stick to the topic shall we. If you feel you want to / need to get to know foxhound
more, then start a general discussion up or pm him! haha... :-P

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#7 Posted at 2011-04-17 00:15        
     
I was joking, fella. I know exactly who he is and what he does. :)

Anyway, back at the topic...

The towns of Takistan are remarkably tidy. They should have much more junk lying around.

This script puts clutter objects on the road edge. These clutter objects are split into 3 types, depending on their size - small medium and large.

Some of the small ones will contain an anti-personnel IED, enough to kill or wound a couple of nearby guys. It'll have rather less power than a 203. Some of the medium objects will contain an anti-vehicle IED, enough to disable an armoured vehicle or kill a car. The large objects will be much rarer and some of them will contain very large explosive devices, rather larger than a GBU.

So there'll be lots of clutter and only a few IEDs, which is how it is in real life.

edit: fixed the gay youtube busted aspect ration thing.

This post was edited by TankbusterSPAFF (2011-04-17 00:31, ago)


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#8 Posted at 2011-04-17 01:22        
     
Little pimp test!? hell yes shall try this with that language.

Cheers matey.


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#9 Posted at 2011-04-17 02:30        
     
Thanks for informing us, its made the weekly report :-)


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#10 Posted at 2011-04-17 10:37        
     
# VIPER[CWW] : Thanks for informing us, its made the weekly report :-)

Gosh. My blushes! :-[

Added 32 seconds later:

# Jeza : Little pimp test!? hell yes shall try this with that language.

Cheers matey.

No pimps were harmed in the making of this script. :)


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#11 Posted at 2011-06-04 00:56        
     
Another update video.

On the face of it, nothing has changed other than the script is able to spawn animal carcasses, though underneath, there's been many improvements.

Previously, it was spawning clutter objects at the side of every road object, in this video, it's only using 60 of the 74 road sections within the 300m radius of the town centre. Also, the medium sized clutter group has been removed and assimilated into large and small. This means there will only be two IED sizes in the final version, not three as originally planned

Parameters that will passable to the script include town centre position, radius in which objects will be spawned (can be a given amount or a percentage of maximum available) and number of clutter objects that will have IEDs in them (can be zero, a given amount or a percentage of max available). Of those, which will be small (an AP device) or large (a vehicle killer) may be a parameter too. Not worked out how I'm going to do that yet.



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#12 Posted at 2011-11-04 11:56        
     


Another update, with many of the planned features working.

There used to be 3 sizes of IED, now there's only 2.

For testing purposes, the small IEDs are always hidden in red barrels. They are nominally pressure plate activated, but in reality theres a 3m trigger that goes off if a player enters it without crawling. Aircraft don't set it off, but vehicles do.

The IED can be 'disrupted' using a satchel. They'll be a proper water jet disruptor object addon soon.

This is the locally hosted version. Because of the way it's been written, it doesn't yet work in a server environment, but I hope to fix that soon.


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#13 Posted at 2011-11-06 03:51        
     
Nice!! *THUMBS UP*


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#14 Posted at 2011-12-02 13:15        
     
Just a note to say I've released an addon that makes the explosions you see here, plus a new IED waterjuet disruptor.

Download page here and BI forums topic here

And, about the IED script itself, it's now moved from the test mission you see in the videos above and been embedded in my clan Domination edit and is working well.

I plan to release the script pack as soon as it's ready.


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#15 Posted at 2011-12-24 21:59        
     
Ingame video. :)