EODmyDog is a script that extends the gameplay in Arma 2 CO, and takes the role of combat engineer to another level. This script invokes a dog companion for the Engineer, with which he can search for mines in a specific area, looking for explosives in objects or units and attack enemies.
Unlike other scripts, EODmyDOG has a menu that facilitates user interaction and makes the script user-friendly. Also it has a way to detect explosives that is fully compatible with ACE.
Installation / Usage:
You must complete the following steps to make the script work on your mission:
1) In init.sqf file copy the following line in a new line:
#include "\x\cba\addons\main\script_component.hpp"2) In Description.txt file copy the following lines into a new line:
#include <scripts\EODmydog\files\sounds.hpp> #include <scripts\EODmydog\files\c_ui.hpp> #include <scripts\EODmydog\files\EODD.hpp>Note: If you want to add sounds to your mission and want to use EODmyDOG, you must modify the file sounds.hpp, which is located in the path: scripts \ EODmydog \ files \
This file contains CfgSounds class that normally meets mission sounds. Here you must add the name of the sound and the path to it.
3) Once done steps 1 and 2, add the following line to the INIT of unit in the editor that you want to have EODmyDOG. Make sure the unit is controlled by a player; otherwise the script will not work.
_nul = [this] execvm "scripts\EODmydog\files\EODmydog_INIT.sqf";4) Put in your mission via editor the functions module (BIS Module)
5) Enjoy EODmyDOG. Don’t forget to thank. It costs nothing.
Works perfectly on dedicated servers as well as non-dedicated servers. (The server must be configured to support ACE).
Credits & Thanks:
Author - Monovdd (Carlos Alberto Arango Schütz)
CAA (http://armacaa.com), Scar and Paranoik for testing.
Credits to Rommel for the C_UI dialog framework used, and for the original scripts whch have been extended.
- BI forums
- Community Base Addons
- Advanced Combat Environment 2 OA - Core
- Arma 2
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