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#1 Posted at 2011-12-03 05:19        
     
Wanted to try to bring a little more realism to the game via the unknown. That unknown is of course IED's in all their dreadful forms. My main purpose for this was my growing frustration, and that of others I'm sure, that requires the mission maker or player to constantly utilize scripts to get the desired effect.

Thus far I have the following in the chute; DBIED's, pressure plate and victim operated IED's, EFP's, SVEST components, and a few others. It's quite a bit of work and considering this is my first go at addon making, the process is rather daunting to say the least. I'm hoping to be able to add those nasty little bastards the Mujh like to hang at or above head level, typically in trees and in urban settings like door jams and bumpers. But we'll see how that goes.



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#2 Posted at 2011-12-03 17:52        
     
impressive stuff - keep up the good work *THUMBS UP*


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#3 Posted at 2011-12-03 18:29        
     
Awesome job, when are you looking at releasing it for testing/normal use?

You can run, you will just die tired!

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#4 Posted at 2011-12-03 18:47        
     
wooow its great


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#5 Posted at 2011-12-03 20:54        
     
I wanna test this out. As you can tell from my list of questions im really looking for something like this.


Here are my questions for the mod maker.

What mods does it require? Can SLX be disabled or can this run without SLX

Does it work with ACE?

Will you have something like Reezos Thor 3 Radio jamming back packs?

Will there be some sort of mine or ied dector when can script to Vehicles. Namely the NZX Rhino? I run the old version as the new one does not have Mk19 hmmmv.

Will there be some sort of defuse Options for IED?

Will there be Trigger men like in Reezo EOD mod?

Will this work along side Reezo IED mod and function with Thor3 back packs?

Will this be JIP and repawn compatible?

Can this system work dynamically from the players position and when player does not find IED and Walks the other way will the IED be deleted and a new one placed for saving on caching issues in MSO?

Can i put a module down to tune higher probability areas for IED.

Will this work with both Allice modules aka Ambient Civilian modules.

can the VBIED work with the Silvie aka ambient traffic module

Vehicle born IEDs. Does this mean that they can suicide drive the car into you. Like charge you with the car?

Whats the server load like with this? Im looking to integrate something like this into MSO 3.45 as mso does not have a working IED system.

Will this work with the Civilian interaction Module mod?

Can IED be genorated on anything other than Road based positions. can they be generated into a house object.

can we tune randomness and ammount of IEDs via the module init.

This post was edited by Cytreen (2011-12-03 21:08, ago)


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#6 Posted at 2011-12-04 05:44        
     
# Cytreen : I wanna test this out. As you can tell from my list of questions im really looking for something like this.


Here are my questions for the mod maker.

What mods does it require? Can SLX be disabled or can this run without SLX

Does it work with ACE?

Will you have something like Reezos Thor 3 Radio jamming back packs?

Will there be some sort of mine or ied dector when can script to Vehicles. Namely the NZX Rhino? I run the old version as the new one does not have Mk19 hmmmv.

Will there be some sort of defuse Options for IED?

Will there be Trigger men like in Reezo EOD mod?

Will this work along side Reezo IED mod and function with Thor3 back packs?

Will this be JIP and repawn compatible?

Can this system work dynamically from the players position and when player does not find IED and Walks the other way will the IED be deleted and a new one placed for saving on caching issues in MSO?

Can i put a module down to tune higher probability areas for IED.

Will this work with both Allice modules aka Ambient Civilian modules.

can the VBIED work with the Silvie aka ambient traffic module

Vehicle born IEDs. Does this mean that they can suicide drive the car into you. Like charge you with the car?

Whats the server load like with this? Im looking to integrate something like this into MSO 3.45 as mso does not have a working IED system.

Will this work with the Civilian interaction Module mod?

Can IED be genorated on anything other than Road based positions. can they be generated into a house object.

can we tune randomness and ammount of IEDs via the module init.

That would be a insane amount of questions. I'm not gong to answer them all... at well all... Narrow them down to six at a time and I'll hazard answering them. FYI, this requires a do over on your part.


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#7 Posted at 2011-12-04 08:04        
     
Ok here is my revised questions.

1. Can IED be generated Dynamically around the players position and deleted out of memory when the player walks out of range to keep light on server load?

2. Will there be an Actual Job for engineers as in able to detect, Jam radio detonated ied (thor 3 backpacks) and possibility for defusing and disposal of IEDs?

3. can you dynamically generate suicide vest, vbied through Ambient Civilian, Ambient Traffic modules and will this mod continue to fully function upon player respawn and JIP compatibility?


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#8 Posted at 2011-12-08 19:55        
     
# Cytreen : Ok here is my revised questions.

1. Can IED be generated Dynamically around the players position and deleted out of memory when the player walks out of range to keep light on server load?

2. Will there be an Actual Job for engineers as in able to detect, Jam radio detonated ied (thor 3 backpacks) and possibility for defusing and disposal of IEDs?

3. can you dynamically generate suicide vest, vbied through Ambient Civilian, Ambient Traffic modules and will this mod continue to fully function upon player respawn and JIP compatibility?

1. At present no.

2. I'm going to be leaving the CIED, EWO, and IED defeat aspects to other modders. That is too much for me to tackle.

3. Yes to all of the above. At least that is my goal.

Posted at the BI forums.

ACE and SLX will not be required. They were activated for the video, something I forgot to disable in the launcher... while SLX certainly added to the ambiance. I don't like the idea of a mod being dependent upon another mod, that has never made sense in my opinion. So no worries on that end. I've been working on and off on it when I can, here and there so to speak. AWC is coming along though rather slowly. As of now, I'm trying to implement the ability to place them in foliage, like the Mujh likes to do in the 'Stan, but I'm running into some difficulty on that end but nothing testing and trial and error can't remedy.