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#16 Posted at 2013-08-16 03:32        
     
# Call911 : Wow very nice can come up with all kinds of game play ideas. is it possible for ai to use this an like say place a large satchel under a truck like shown than try to drive into a enemy base an detonated simulating car bomb?

AI are silly... you'd be hard pushed getting them to act with that much fidelity. in the case of AI i would probably script the whole setup rather than relying on AI not doing something wrong. So not with this functionality but it is possible to set that up.



I just added the ability to re-throw grenades.... then spent about 2 hours just playing around with it... it's fun :). I'll update it as soon as i get the multiplayer issues sorted


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#17 Posted at 2013-08-16 17:51        
     
Wait, their position is not broadcasted globally? huh.

Hm, maybe use CBA or Bohemia's 'BIS_fnc_mp' (don't use it's ispersistent param though as that will cause deync afer a while) to broadcast changes globally.

[URL="http://forums.bistudio.com/showthread.php?154744-Roadside-IED-Script"]Roadside IED Script[/URL]

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#18 Posted at 2013-08-16 20:03        
     
I would love this to be working in multiplayer with respawns. I would solve allot of design problems for my COOP campaign missions sense BUDs (Basic underwater demolitions) is a big part of Seal team training. I have a dedicated server if you want help testing and im sure i can get some more people to help test it out.

Just tested it out and i love the idea on ware you are going with it but its going to need some changes to work in multiplayer with respawns/jip. Please make this scrip work during respawn and join in progress.

(yes i know you sed its not working in multiplayer but i tested it anyways lol)
Every time i tested it during a respawn loop crashed and RPTd undefined variable in expression.

This post was edited by Cytreen (2013-08-16 20:29, ago)


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#19 Posted at 2013-08-16 23:49        
     
# Cytreen : I would love this to be working in multiplayer with respawns. I would solve allot of design problems for my COOP campaign missions sense BUDs (Basic underwater demolitions) is a big part of Seal team training. I have a dedicated server if you want help testing and im sure i can get some more people to help test it out.

Just tested it out and i love the idea on ware you are going with it but its going to need some changes to work in multiplayer with respawns/jip. Please make this scrip work during respawn and join in progress.

(yes i know you sed its not working in multiplayer but i tested it anyways lol)
Every time i tested it during a respawn loop crashed and RPTd undefined variable in expression.

I've already made some changes to make it work JIP amd through respawn ... just tackling the position locality issues... that is where i really need the people to test


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#20 Posted at 2013-08-17 04:11        
     
get up a dedicated server i can join and say me when I can test it :D


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#21 Posted at 2013-08-22 17:39        
     
UPDATE v1.1

changes on front page along with link

enjoy :)


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#22 Posted at 2013-08-22 18:10        
     
nice!!! breaching works in mp?


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#23 Posted at 2013-08-22 18:54        
     
Thanks for the update :-)
News is up on the frontpage and you can find our mirror here:



Visit my family webshop desteigerhoutshop.nl.

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#24 Posted at 2013-08-23 02:52        
     
# Coding : nice!!! breaching works in mp?

should be actually... not tested though i'll work on getting that definitely MP compatible


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#25 Posted at 2013-08-23 09:22        
     
shows script error line 48 in move_explosives:
zero divisor
(only occurs when dropped in the air, not on walls)
drop explosives with middle mouse button does not work, still have to hit space
breaching does not work and I did not find any script that is made for that function (only looked over names...)


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#26 Posted at 2013-08-23 10:34        
     
Excellent stuff mate - having lots of fun with UAVs and satchel charges!
Thanks


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#27 Posted at 2013-08-23 11:09        
     
Nice script, can you make an addon?


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#28 Posted at 2013-08-23 15:47        
     
Anyone else getting crash when "tap to drop?" Seem fine with the "hold and release" charge up....

cheers


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#29 Posted at 2013-08-23 15:59        
     
# petek : Anyone else getting crash when "tap to drop?" Seem fine with the "hold and release" charge up....

cheers
yes, see my post above


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#30 Posted at 2013-08-23 16:02        
     
Thanks coding. I'm using the "all use interface" BTW