Author: Von Quest
Author Website: Requirements: Community Base addons A3 Version: 0.0.1 Alpha Signed: No Short description: An advanced E.O.D System for Arma 3. |
![]() =VQI= E.O.D SystembyGoblin Description: This will be my third official project for ArmA! This one will be a lot a fun to do, as its going to be more on the creative end and less on the technical programming side. As most EOD stuff is just a BIP (Blow In Place), I wanted to do something a little closer to the fictional side, and have a system where you have to know what you are doing and solve a step-by-step procedure to disarm the explosive. I will be including my IMS "BombBuddy" Ion-Mobility-Spectrometer to detect both in-game mines & explosives, and all the IEDs included in this amazing mod. I do not like the "I see a mine!" in the game. So what? If you see it, where? When you have all the nonsensical "helpers" turned off, he still shouts out he spots something. This is silly. So I'm building my own detector that will 'sniff' the molecules in the air to detect various chemicals and the additives in explosive materials. It will only display a readout of various indicators and a vague 'strength' signal (parts-per-million). I also have in production several, ok numerous, oh wait... no, over 100+ IEDs coming to put into your missions that all will have unique ways of disarming! I have 10 prototyes each with 10+ levels of disarming procedures with numerous types having a complex muti-step process to disarm. Total of 100-200 Bombs! Memorizing how to disarm will be virtually impossible do to with the sheer vast number of randomly generated IEDs. If you do not go through the training process and do not understand what you are doing, kaboom! No more just clicking the X to disarm. You will need the right tools, and click exactly on the part required. Several types will even have anti-handling devices. Motion sensors, light sensors, etc. complete with random timers and other surprises that I won't reveal here. Explosives will be C4, Mines, Chemical, Radioactive, etc. Features: BombBuddy I: details coming soon... Nitro-aromatics (TNT, Tetryl, TNB, DNB, etc) Nitramines Nitrate Esters (RDX, Gunpowder, PETN, Semtex, etc) Inorganic Nitrates (Ammonium Nitrate, Urea, etc) Chlorates (Sodium, Potassium Chlorate, etc) Peroxides (TATP, HMTD) Perchlorates Tools: ESD Safe Tweezer ESD Safe Snips ESD Safe Misc. Cutters Long-Nose Pliers Spudger Mini Inspection Mirror Mini Pry-Bar Screwdrivers Reamer Ceramic Knife Mult-Tool Hex Keys Fuse Crimper/Cutter Multi-Meter Shock Initiators Alligator Clips Jumper Wires and more... Installation: Extract into the ArmA 3 Directory, by default this is located in: 32-Bit - C:\Program Files\Steam/Steamapps\Common\ArmA 3\ 64-Bit - C:\Program Files (x86)\Steam/Steamapps\Common\ArmA 3\ After extraction it should look like this: Steam\Steamapps\Common\ArmA 3\@your_mod_folder_name\addons\ You can also use the "Arma 3 Alpha" folder in your "My Documents" folder. Your folder setup could than look like for example this: mydocuments\Arma3 Alpha\@your_mod_folder_name1\addons\ mydocuments\Arma3 Alpha\@your_mod_folder_name2\addons\ mydocuments\Arma3 Alpha\@your_mod_folder_name2\addons\ When present place the "userconfig" folder into your game install folder, usually: "C:\Program Files (x86)\Steam\steamapps\common\Arma 3". You may already have "userconfig" folder from other addons and/or mods in which case it is safe to merge the contents from this archive. You'll also need to add a Launch Parameter to Steam, in order to do so right-click on ArmA 3 Alpha and click Properties and then Set Launch Options. In the window that opens enter in -mod=@your_mod_folder_name For using multiple mods you would then do so like this: -mod=@mod_name;@mod_name2;@mod_name3;@mod_name4;@mod_name5 Note: You can also use -nosplash to get rid of the splash art and intro videos. And of course you can also enable and disable community made addons and mods through the in-game Options Expansions menu if you do not want to mess with startup parameters! When the above information still does not provide you with enough to learn how to install custom addons and mods you can always ask in our Guide On Installing Mods. Included files: vqi_eod.pbo Usage: See the included documentation for detailed instructions how to use this. Known issues: tba Future plans: tba Credits & Thanks: *BIS - for an amazing hobby! License / Disclaimer: 1. Use At Your Own Risk. This is a mod/addon for use with ArmA3, the mil-sim/game from Bohemia Interactive Studios. 2. PRIVATE USE ONLY! 3. Any changes or alterations, in whole or in part, in ANY way; is strictly forbidden. 4. Changes or alterations IS allowed for private use only. 5. DO NOT RE-DISTRIBUTE. DO NOT UPLOAD ANYWHERE. Use-At-Your-Own-Risk! I'm not a professional programmer. Changelog: v0.0.1 Alpha - experimental release Forum topic: - BI forums ![]() - Community Base addons A3 Enable javascript to be able to download from Armaholic please! |
As always... another high quality addon from Von Quest Industries! Thank You for all of your awesome contributions that make all of our Arma experiences all the more realistic. I'm really looking forward to the further development of this one in particular!
hahahahahahahaha another great addon Goblin!!!
Congrats!!!!
OMG Atmel microcontroller :D
Fun fact: I like making various firing devices (in reality of course) and some of them are based on Atmel AVR microcontrollers.
Take look at my lastest system: https://www.youtube.com/watch?v=BKnQJGNN-GY
I am planning to use RS232 interface and connect this physical device to ArmA 3 HAHAHA
My system is still a prototype so keep it in mind.
But back to topic now:
Can you make radio frequency spectrum analyzer?
Hi i cant understand how to use D: HELP PLEASE
Hola yo no tengo idea de como utilizar esto.. pls si alguien me pueda ayudar lo mas pronto posible se lo agradeceria
Espero su respuesta.. :/
i speak spanish and a little of english:c
hello
i have read the instructions on installing the mod and i am familiar with installing mods, i put the "@VQI_EOD" folder into the arma 3 "Addons" folder and i havnt moved, edited or deleted anything from that folder, i then put the "VQI-EerieEOD-v1.Stratis" folder into the mission folder and when i enable the mod with the CBA mod i keep getting a error of "You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.vqi_bomb_gear" i dont know why i am getting this since i havnt edited any folders.....please help thank you
also i noticed that this is a alpha and is still a "WIP" so does anybody know when this may be completed by
my bad sorry i got it working
Hey Von Quest. I'm one of the lead pioneers with my unit and I was wondering if I could ask you for some help with the mod as no matter what I cannot get it to work. Let alone how to use it and if you could help me resolve these issues that would be awesome and greatly appreciated!
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