Using ACE IEDs?

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  2. 8 years ago

    Answers inline:

    ok, so you want to be able to define separate devices for detection and disarm?

    Yes plz. The following answers explain why.

    Do you want us to check to see if the player can defuse? Or do you want us to just check for ACE_DefusalKit?

    Hoping we can test for both conditions, there's actually a decent reason for this. The disarming stuff is configured by module in ACE. This lets groups decide their rulesets. For instance: in our group anyone can disarm, but certain unit types (engineer/demo) are less likely to suffer a catastrophic failure. In another group they might set it to all units able to disarm. By testing for both, it would be compatible regardless of how the mission was configured for disarm settings.

    So ability to call the ACE defuse script instead of our disarm script? all the time? or randomly? What does that script do?

    All the time if present. The module decides ability to disarm, and chance of failure if possible. It throws up the standard ACE interaction timer, you hold your breathe and hope that nothing blows up, then it destroys the object (IED) in question. That interaction instead of the mouse-wheel menu is the strong driver here.

    Their goal-state is to remove the need for mouse-wheel menu actions, as a big fan of both mods I'd love to keep whining to keep them cleanly compatible.

  3. Edited 8 years ago by GhostNI

    I would love the IEDS to be diffused by A. An eod tech and B. Ace 3 difusal kit. Maybe options in the ied module like....
    Who can diffuse? Everyone or eod tech.
    % chance of explosion during diffuse.....
    Everyone 55% etc.
    EOD Tech 2%

    Also if it's not to much work :) IEDS that don't use the random buckets, tyres, scrap metal etc. Custom mounds of dirt sand or small rock piles with wires poking through (see EODS mods ieds).
    Also last I checked ACE3 explosive charges did not det alive ieds. We had to bring vanilla ones that use the scroll wheel.

    EODS ieds look like a roughed up piece of dirt,sand,rocks etc. When u approach if it you get an option to investigate/brush/ dig up etc to check if fake or real. If real the ied is exposed (bit like vanilla dug in) and then we diffuse.
    Would love something like this in ALIVE :)

  4. 7 years ago

    Hate to dredge up an old thread, but was this ever implemented? I run a high realism OIF/OEF style mission with ACE and RHS, and simply can't get IED'S to appear much at all. Tried the most intensive settings and still never really saw them.

  5. Edited 7 years ago by SpyderBlack723

    Not having any IED'S is a different issue from this thread, wait until the insurgents construct IED factories and then until they target a cluster of civilians.

    You can set civilian hostility towards the insurgents to extreme to make this a more likely event.

  6. Edited 7 years ago by HeroesandvillainsOS

    If you absolutely must have IED's on the battlefield at the beginning of the mission, and don't want to wait for the Assymetric commander to establish his installations, place an IED module unsynced. If you'd only like them to be placed in areas where the enemy are/could be, use the "enemy occupied" setting in the module.

    I had it set to medium (unsynced) in a mission recently and it was still too much for me. They were everywhere. Syncing it to the Assymetric commander, even on extreme settings, can take quite some time to populate.

  7. @Tupolov If people are interested in compatibility with ACE3 IED, give us some more info and let us know what you specifically you are looking for.

    Hi,
    I'm building a Takistan scenario and I'm trying to make everything as realistic as possible. That means an EOD should have "a job" to do and will need knowledge and training to do his job. An integration of ACE in one way or the other is a must for me. If I can't get it to run with alive I might need to use another addon for IED placement. Still need my resources for the foundatioon of the map and it will take month until I have time to work on it myself though. If someone else would built it in, it would be great.

  8. Tupolov

    1 Nov 2016 Administrator

    Can you guys submit a ticket? https://github.com/ALiVEOS/ALiVE.OS/issues

  9. I'd second a inclusion of ace compatibilty with IEDs. As a very large group of the ALiVE community also use ACE, it would be a welcome addition.

    My dream scenario would be to see ALiVE incorporate some features that E.O.D. suite uses in that mod (trigger men, different types of IEDs, etc.)

    One last thing on IEDs I think would be useful would be to add one line to the Assymetric commander where if you chose to already have some installations enabled (which we can) you also had a sub-line under that which said "Existing IEDs already placed? (none, low, med, high, extreme)."

    Finally...adding Spyder's civilian interaction and ambience modules as actual ALiVE built in components would be pretty awesome as well.

    That concludes Drew's Assymetric ALiVE wishlist.

  10. That's pretty much my entire wishlist as well.
    I'm very close to adding the EOD mod to my mission, but adding another mechanic to a mission hurts bad.

    Trigger men with cellphones would be amazing, along with more IED types and ACE interaction. Then the only thing missing would be the jammer backpacks EOD uses, but I wouldn't expect to see that in ALiVE (as nice as that would be)

    I'm surprised Spyders addons haven't be added in already, they add so much to the game, and anyone not using them is really missing out. Also when you use Spyders interaction it doesn't give the option to possibly "reduce tension" by talking to elders etc.

    I've been adding BIS minefield modules to my map lately along certain roads/choke points. If you make them fairly large but only populate them with a few mines then they're an ok way to start with random roadside explosives. But as AUTigerGrad says, it'd be nice to have a selection for number of IED's already in play when the mission starts.

  11. The Alive IED Module can support placing at start or placing over time, selected by sync or nosync. How about giving it a button to do both?

    @JD_Wang
    Is your placing through the BIS minefields working properly with ACE mine detectors?

  12. Yeah using the BIS minefields works perfectly. We use the 3CB mine detector, but I believe that's the same as the ACE one anyway

  13. Edited 7 years ago by Opendome

    One odd thing is when I switch it over to third party in the IED module, the IEDs spawn perfectly but they dont go off, and I am unable to get the option to use the ace defusal kit on them/interact with them

    Im using

    APERSTripMine,APERSMine,ATMine

  14. Friznit

    13 Nov 2016 Administrator

    http://alivemod.com/wiki/index.php/IED

    Be sure to use the ammo classname

  15. Ah perfect thanks! Also I was wondering which version is referenced for the EODs mod in that ALiVE guide? Theres tons of offshoot versions and older version floating about.

    Thanks!

  16. What guide? That wiki link? I don't see an EOD mod referenced there, it just says units with the text "EOD" in their name can disarm mines.

  17. Oh if you look where it talks about optional third party mods youll see ACE and then EOD Mod (EODS_122mm_USSR_IED_PP, EODS_Bullet_Case_Detonator, EODS_FertilizerBag, EODS_Fuelcan_IED, EODS_CocaCan, EODS_Water_Container, EODS_Water_Container_IED, EODS_Water_Container2, EODS_wire_spool, EODS_122mm_USSR_IED, EODS_FertilizerBag2_Pile, EODS_FertilizerBag3_Pile, EODS_FertilizerBag_2And3_Pile, EODS_ied_B_PressurePlate, EODS_Uxo_1)

    . I think I found it (the items match up anyway) in this version (

    ) (the dl link is in the description) whereas the armaholic page talks about this one being the most current version (http://www.armaholic.com/page.php?id=30946 ) but that version doesnt have most of the IEDs found in the ALiVE IED page description.

    Also when I use the first version that seems to match up with the ALiVE IED page using the ammo classnames listed on the ALiVE IED page, I get the same issue of IEDs not exploding.

  18. I really wish they would keep working on that EOD mod, it's got so much potential but so much missing.

    Either that or someone with a lot more coding skill than I add trigger men, jammers and more IED types to the ALiVE module. The trigger men work on the EOD mod fine, but they seem to only spawn vanilla vehicles which makes them very noticeable when you've done everything you can to get rid of the vanilla vehicles in your mission. :(

  19. Yea and now that there are all these off shoots its hard to keep track of em. Upon looking in the cfgammo configs I dont see anything for the EOD IEDs so Im thinking that they wont work? I really like their IED models and variety

  20. Also to add in some vanilla mines are IED would they be like

    APERSBoundingMine_Range_Ammo,APERSMine_Range_Ammo,APERSTripMine_Wire_Ammo,ATMine_Range_Ammo

    I tried adding them and they spawn but dont detonate

  21. Oh just something I noticed with regards to the BIS minefield module.

    Civilians will in fact point them out on the map when you get intel from them. They list them as IED's but it's still cool they will warn you

 

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