Im new to mission editing so maybe there is something im not quite seeing here
From my understanding, these snippets will make it so if a vehicle passes the "ied" the trigger will activate and boom, but if an engineer goes up to the "ied," he will get an action to disarm it via a short script.
I've tried melding the disarm script i want to use with your example but to no avail.
What i would like to do is:
1. Detonate the IED if a vehicle passes by it.
2. If the vehicle spots it before passing, an engineer can go up to it (or rifleman can slowly duck walk or slide up to it) and disarm it so the vehicle can pass by un-exploded.
Here's whats in the script .sqf (Thank you author

):
//////////////////////////////////////////////////////////////////
// Function file for Armed Assault
// Created by: TODO: Author Name
//////////////////////////////////////////////////////////////////
_object = _this select 0;
_type = typeof _object;
if (_object isKindOf "ied") exitWith {};
_object removeAction 0;
Hint "Defusing...";
sleep 5;
if ((random 10) <=1) then {bomb="Bo_GBU12_LGB" createVehicle [(getPos _object select 0),(getPos _object select 1),0]} else {Hint "Defused!!!"};
with this in the object initialization field:
this addAction ["Disarm Bomb", "Defuse.sqf", trigger1, 0, true, true, "", "(_this distance (_target)) < 2 "];
and this bit in the trigger condition field (Infantryman9 is the class name for a US CRYE skin):
typeof (thislist select 0) != "Infantryman9" or ((thislist select 0) selectionPosition "launcher" select 2) > 1.2
and this in the on activation field:
bomb="Bo_GBU12_LGB" createVehicle [(getPos car select 0),(getPos car select 1),0]
For clarity, the triggers activation is set to NONE, which is, I'm assuming, what you would want since your declaring which objects you dont want activating it.
Any suggestions?