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#1 Posted at 2012-10-20 13:51        
     
This is version2 of this addon. It used to be part and parcel of a larger addon, but it's now standalone, so I thought it should be discussed in isolation and thus, should be in a new thread.

This addon contains a custom IED object, an IED Waterjet Disruptor, an ammo box full of disruptors and 3 custom explosions that are supposed to be the size of 3 different IEDs commonly encountered.




The IED and a disruptor.


The ammobox and a disruptor in a players gear magazine slot

I'll be releasing a suite of scripts to make full use of these at a later date

Added 1 minute later:

Download link. v2.3
http://www.teamspaff.co.uk/arma/@tky_ied_kit_v2.3.7z

This post was edited by TankbusterSPAFF (2012-11-22 16:05, ago)


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#2 Posted at 2012-10-21 10:03        
     
Thanks for posting the release here on the forums :-)
News is on the frontpage and you can find our mirror here:



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#3 Posted at 2012-10-21 11:39        
     
Thanks foxy. :)


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#4 Posted at 2012-11-09 14:31        
     
Updated to 2.1

DOWNLOAD LINK REMOVED BY AUTHOR. BAD VERSION.

Changes.

Added a couple of clutter objects that are in the game but didn't have a classname.
Tweaked explosion strengths to be more in line with upcoming tky_ied scripts.



Not shown in that image are 3 plants that I gave classnames to so that they could also be spawned with the intention of hding IEDs under.

This post was edited by TankbusterSPAFF (2012-11-09 23:04, ago)


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#5 Posted at 2012-11-09 17:17        
     
Thanks for informing us here about the update :-)
News is on the frontpage and I have updated our mirror:



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#6 Posted at 2012-11-09 17:26        
     
Seen. Thanks mate. :)

Added 16 hours 48 minutes later:

Don't use version 2.1. It's got errors in it.

This post was edited by TankbusterSPAFF (2012-11-10 10:14, ago)


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#7 Posted at 2012-11-22 13:24        
     
The version I put up last weekend was bad, it had some errors in it and those are now fixed. I added some new features and models that were going to be in the subsequent version, so I'm calling this 2.3.

http://www.teamspaff.co.uk/arma/@tky_ied_kit_v2.3.7z


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#8 Posted at 2012-11-22 16:37        
     
Thanks for the update :-)
News and mirror updated with the new version.

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#9 Posted at 2012-12-02 20:29        
     
Foxeh,

Both of the downloads for 2.3 are corrupt, mate.
I've checked my version downloadable from the link in post 1. That one is good.

Tankeh


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#10 Posted at 2012-12-02 21:24        
     
Confirmed, once I get access to the file servers I will fix it. Due to the HIP mod I do not have access to them, or at least I cant upload cause the whole world is connected to them already ;-)
I moved the page to the admin area to not further spread a corrupted file.


Update:
Archive replaced. It should be fixed now.

This post was edited by Foxhound (2012-12-03 11:11, ago)

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#11 Posted at 2012-12-08 22:57        
     
Didn't see your reply during the week, mate. Thanks for fixing. :) Meantime....

This is the release of the scripts to go with the addon, as well as a demo mission.

Wasn't entirely sure whether to make a brand new thread and if so, where. So I plumped for going in here, even though it's not an addon.

The tky_ied scripts can spawn the objects from the addon in a radius around a given point. It will spawn a load of street clutter objects and under some of them , IEDs of 3 different sizes. If you get lucky enough to spot them, you can use the IED disruptor to make them safe.

In the demo mission, you can find them in the back of the landrover. Otherwise, you can add them to a weapons crate or use the crate that comes with the addon.

Look at the mission parameters. You can turn debug on to see some red globes over the IEDs to make them easier to spot. There'll be info the RPT too. Training mode makes the IED explosions non-lethal. Use the radio command menu to crate IED fields in various parts of Rasman. Each has a different clutter density, as well as different numbers of IEDs. Look at the readme for more info or the sript for even more. :)

To run the enclosed mission, you need the tky_ied addon, as well as Combined Ops. PMC and BAF are recommended too.

If you want to use the scripts from the mission, they will recognise if the addon is loaded or not and spawn appropriate IED objects. If you don't load the addon, you won't get to use the lovely IED disruptor, or hear bigpickles beefy explosion sounds.

Download link

http://www.teamspaff.co.uk/arma/tky_ied%20kit%20Rasman%20test%20mission.7z



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#12 Posted at 2012-12-09 23:09        
     
Agh! I forgot to put the functions module on the test map. Users, please add it in! :)


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#13 Posted at 2012-12-10 13:28        
     
Thanks for posting the release here again.
If you prefer you can post this script in the script forum section but you can also just use this current thread to keep it all in place. It is your work so your call ;-)


I have posted a news item about the release on the frontpage and you can find our mirror here:



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#14 Posted at 2012-12-10 16:39        
     
# Foxhound :
If you prefer you can post this script in the script forum section but you can also just use this current thread to keep it all in place. It is your work so your call ;-)


I've been wondering about this too. I was hoping you'd make the decision for me. :p

I think I'll leave it as it is if that's OK with you? The scripting section here is very quiet and it's always been my preference that users should use the scripts and addon together.

Having the script work independently of the addon was added in for two reasons;

    because I became aware of a method to do it

    because one community asked for the script to work without IEDs, they only wanted the street clutter functionality

My team will be using it with the addon and most development will be assuming that it's in use, so yes, I think the way we have it now is best.


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#15 Posted at 2012-12-10 20:00        
     
# TankbusterSPAFF : The scripting section here is very quiet and it's always been my preference that users should use the scripts and addon together.

I think I'll leave it as it is if that's OK with you?

You have thought about this and have specific reasons to keep both releases in 1 thread, so I see no reasons to have any issues with that. ;-)

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