Author: Von Quest
Author Website:

Requirements: Community Base addons A3

Version: 0.2.4 Beta
Signed: No

Short description: This is the Stand-Alone Module of my Explosives & EOD Addon from my SpookWarCom Project.

Date: 2019-04-08 16:13

Comments: (1)



Von Quest

Work-In-Progress. This is the Stand-Alone Module of my Explosives & EOD Addon from my SpookWarCom Project. 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.

"Initial Success or Total Failure"

I.M.S BombBuddy detects ALL EXPLOSIVES
Numerous Tools and Equipment
Both Fictional and Realistic Explosives
Disarm "Movie-Style" Bombs
Disarm In-Game Bombs & Explosives
Minefields: APERS Landmines
Minefields: Mk6 Watermines
Minefields: PDM-1 Amphibious
Suicide Bomber Terrorists and Extremists
Random Spawns and Variables
...And many more coming SOON!!!

To install the =VQI= FUSE you should use modfolders to keep it seperate from the official game content to prevent issues.
With Arma 3 you can use different ways to set up your modfolders to use custom content you have downloaded.
Please visit the Arma 3 Mod install instructions page for more information about using custom mods and addons in Arma 3.

Included files:

More Info coming soon. This was just an upgrade into a Stand-alone Project. Many more cool options are right around the corner!

0.2.4 Beta
ADDED: User Object Naming Option
ADDED: Experimental APERS Mine

0.2.3 Beta
CHANGED: Land Mines to 'poppers'
CHANGED: I.M.S BombBuddy has a Battery Life of 60min
ADDED: Attach Explosives in Menu

0.2.2 Beta
CHANGED: Land Mines to 'poppers'
ADDED: Attach Explosives in Menu

0.2.1 Beta
ADDED: Start Time for Suicide Bombers
ADDED: Minefield Map Intel to User Menu
FIXED: a few various general bugs
FIXED: bad map config for custom user maps
FIXED: Suicide Bomber bugs (still one odd one)
FIXED: SurfZone Mines (BIS code) causing CTD
CHANGED: increased SurfZone area to roughly 100m
CHANGED: increased Intel to 5min

0.2.0 Beta

- Community Base addons A3

Forum topic:
- BI forums

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