Author: columdrum
Author Website:

Requirements: Community Base Addons

Version: 1.0

Short description: Well there are a lot of IED scripts around, i had done this one long ago, but now i got time to translate it to english so here it is.

Date: 2013-02-24 21:00


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Another IED script

by
columdrum


Description:
Well there are a lot of IED scripts around, i had done this one long ago, but now i got time to translate it to english so here it is.


Features:
  1. Fully configurable IED, radius, power, side, .... And you can use it on any object/vehicle/unit, even moving ones.
  2. Wire cutting mini-game to disarm the bomb.
  3. Frequency scanner( IED detector) and frequency inhibitor.


Installation / Usage:
How to include in your mission:
1- Copy the scripts folder into your mission.
2- Add(or create) to your description.ext this 2 lines:
    - This line could go anywhere, for example at the end of the descrition:
    #include "Scripts\IED\Bomba_Dialog.hpp"
    - This line MUST go inside the cfgsounds definition, if you haven't cfgsound defined on your descrition add this:
    class CfgSounds
        {
        sounds[] = {};
            #include "Scripts\IED\Bomba_Sonidos.hpp"
        };
    (if you have already defined cfgsounds, just add the "include" line into your cfgsounds.
3- Add this line to the IED obj:
x= [this,70,50,30,2,false,1,3] execVM "scripts\IED\InitIED.sqf";

Parameters:
1- IED ob
2- chance of being IED . 100 always IED, 0 ¿¿never?? xDD
3- Dificulty to disarm the bomb. 100 easy, 0 imposible
4- Activation radius. If x(parameter 7) soldiers or a vehicle are closer than this meters, the IED explodes
5 - Explosive power, from 1 to 7
6 - Always show the IED action even if it is not an IED. If false only the active IEDs will show the action to interact.
7 - Max number of soldiers that can come close to the IED before explode. For example if 1, only 1 soldier can go near the IED, if 2 or more are too close it will detonate.
8 - Random time delay for IED explosion.
9 - Side who activate the IEDs, default its west. Posible values: 'west', 'east', 'resistance', 'civilian'
10- Terrorist. Must be the name of an existing unit. The IED will only detonate if the terrorist its alive.

Example:
x= [this,50,30,50,2,false,1,5] execVM "scripts\IED\InitIED.sqf";
50% of being an IED, 30% chance of being disabled*,activation radius 50m, power 2(small), if not IED it won't show any action, if more than one soldier or a vehicle comes close to the IED it will detonate in 0-5 seconds.

Other example:
x= [this,70,50,30,1,true,2,1] execVM "scripts\IED\InitIED.sqf";
70% of being an IED, 50% chance of being disabled*,activation radius 30m, minimum power(1), always shows the action even if not active, if more than 2 soldier or a vehicle comes close to the IED it will detonate in 0-1 seconds.

* Note: It still depends on the reflexes of the guy who is disabling the IED, that is just a orientative value.

*Additional notes, inhibitors:
To add a frequency inhibitor to a vehicle/unit you will need to add this to it's init line:
x= [this,70] execVM "scripts\IED\Init_inhibidor.sqf";
It will avoid the explosion of any IED that it's inside its afected radius, 70m in this example, but you can use any other radius.
*Frequency scanner:
To add a Frequency scanner to a vehicle/unit add this line to their init:
x= [this,60] execVM "scripts\IED\Init_Detector.sqf";
It will detect any IED inside its detection radius, you will be able to activate or desactivate the scanner via mousewhell action.


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