Difference between revisions of "IED"
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IEDs can often be destroyed with controlled explosions or by using large caliber weapons. | IEDs can often be destroyed with controlled explosions or by using large caliber weapons. | ||
− | Use the Action Menu to Disarm an IED once you are close enough. | + | Use the Action Menu to Disarm an IED once you are close enough. |
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+ | In addition if a unit includes the text EOD in its name, they can also detect or disarm IEDs | ||
''Usage'': Place one IED module and configure options as desired. | ''Usage'': Place one IED module and configure options as desired. |
Revision as of 06:04, 5 December 2014
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How It Works
Based on the original IED generator by Tupolov, this module simulates a hostile and IED rich environment. IEDs can be hidden in clutter, or be half buried in or around roads. IEDs are usually strategically placed around built up areas.
Players should take extreme caution when moving around towns, villages and settlements. Vehicle-Borne IEDs are also a threat and its not always obvious a vehicle is rigged (although its worth checking). IEDs are typically proximity based, although expect the worse if you disturb or damage such a device.
Only Explosive Specialists or players carrying Mine Detectors can detect and/or disarm IEDs.
IEDs can often be destroyed with controlled explosions or by using large caliber weapons.
Use the Action Menu to Disarm an IED once you are close enough.
In addition if a unit includes the text EOD in its name, they can also detect or disarm IEDs
Usage: Place one IED module and configure options as desired.
Parameters
TAOR - Restrict IEDs/VB-IEDS to these marker areas only
Blacklist - Restrict IEDs/VB-IEDs to areas outside of these markers
IED Threat - The probability that IEDs will exist in a location, also affects the number of IEDs in a location
VB-IED Threat - The probability that IEDs will exist in a location, also affects the number of IEDs in a location
VB-IED Side - Will only rig vehicles related to the specified side with IEDs
Locations - Currently not implemented