Arma 3
Advanced IED System
119 Comments
J3FF  [author] 9 Jul @ 4:57pm 
@SpaceGhost Hey! I appreciate that. Unfortunately the ALIVE compatibility for this mod was never finished. I implemented it right after release but it resulted in some major bugs, and I ended up reverting it because of time constraints at the time.
SpaceGhost 9 Jul @ 10:37am 
Hey J3FF, love your mods. Foxholes is a must have for every single mission my guys playthrough. I'm currently working on an ALiVE mission. I'm curious if the compatibility ever got sorted out?
J3FF  [author] 7 Apr @ 7:58am 
@Madscrap Unfortunately no. I've moved on to Reforger modding. Is there a specific bug you're experiencing or just a general update you're hoping for?
Madscrap 6 Apr @ 11:56am 
any chance to get an update on this?
Bax 22 Dec, 2024 @ 3:57am 
Add an e-scooter >:)
SgtLobster06 20 Jul, 2024 @ 8:08pm 
Is this mod no longer working? I have objects (other IED Objects) synced to the module - but the only ones that give me the option to defuse when I have the necessary equipment is the "Small IED Object" that this mod adds.
J3FF  [author] 22 Jun, 2024 @ 9:19am 
@BIG GUY, no plans to at the moment
BIG GUY 20 Jun, 2024 @ 4:22pm 
you gonna update this
J3FF  [author] 11 May, 2024 @ 1:07pm 
@RUSHER0600 Apologies for the very late response. Not at the moment I don't have the time to add that functionality.
RUSHER0600 22 Feb, 2024 @ 3:42am 
Really nice, do you have plans for making the IED setup work from Zeus as well? ATM I just get an error when placing the IED module from Zeus.
J3FF  [author] 24 Jan, 2024 @ 3:03pm 
@SgtLobster06 Not at this time, If I pick this project back up again in the future then that will be a priority!
SgtLobster06 23 Jan, 2024 @ 11:54am 
Any news on more varied interfaces in the works to make defusing more varied?
J3FF  [author] 12 Nov, 2023 @ 1:19pm 
@Frost No, it only works on ones synced in 3den.
Frost 10 Nov, 2023 @ 11:53am 
Can I have it work for dynamically created IED's from ALIVE without having to sync it in Eden?
kiba3x 18 Oct, 2023 @ 12:37pm 
Awesome mod, but we need more complex "defusal windows". We need different defusal window for wire activation.
aki 18 Oct, 2023 @ 11:55am 
furthermore the detector no longer sounds
aki 18 Oct, 2023 @ 11:54am 
Can you confirm that after the ace and cba update everything works normally? the mines do not explode if stepped on, while when disarming if you press the red plate yes, the error already posted continues to appear and I repeat:
j3ff_activeExplosives;
line 8
undefined variable
J3FF  [author] 17 Oct, 2023 @ 4:31pm 
@aki You would also have to move the object creating the explosion. The ied itself is just visual and they are not connected with AttachTo. It was an oversight. You could technically reference the object since its attached to the ied as a variable though.
aki 17 Oct, 2023 @ 2:30pm 
question: if I connect your module to an object from the editor in a certain position, if I then move it from the script with the setPos command, the explosion occurs in the 1st place where the object was, I ask? Isn't it possible to link the movement of the module to the object?
aki 17 Oct, 2023 @ 1:52pm 
riscontro questo errore sapete aiutarmi?
questo e l'errore:
j3ff_activeExplosives;
line 8
variabile non definita
J3FF  [author] 15 Oct, 2023 @ 10:29am 
@aki It is not
aki 14 Oct, 2023 @ 1:41pm 
nice mod!! I wanted to know if it was possible to activate the module via script to connect it to an object from spaun
J3FF  [author] 9 Oct, 2023 @ 5:08pm 
@ChickenMon I havn't experienced frame rate affecting any initialization during testing. I believe i'ts all being executed from a schedules environment so it should wait until its able to.
ChickenMon 7 Oct, 2023 @ 3:29am 
Does the server having a low framerate have anything to do with initializing the scripts? I have players spawning with the explosiveSpecialist trait and being unable to equip the passive detector on Sa'hatra only during a few instances after several dozen restarts, and if they die they lose the ability to re-wear it. Also, the IED script seems to not initialize sometimes.
Mik3 16 Sep, 2023 @ 11:19am 
I think I was also using the diffuse kit and not the BASIC diffuse kit.
Mik3 16 Sep, 2023 @ 11:18am 
OK I figured it out, I was trying to use the vanilla interact menu and not the ACE interaction menu like an idiot...also you have to be in prone and VERY close to it.
J3FF  [author] 13 Sep, 2023 @ 10:50am 
It sounds like both of you assigned the wrong trait to the unit. The trait needs to be "explosiveSpecialist". It can be assigned through setUnitTrait or in the ui of some of the advanced zeus tools mods. IT IS NOT the "Is EOD" option in the ace section of the unit.
Jonas Blane (The Unit) 12 Sep, 2023 @ 7:49am 
exactly the same problem as you no interaction with ace in dedicated server, an update is necessary thank you (google translate)
Mik3 12 Sep, 2023 @ 6:16am 
Looks like it's an issue with ACE, just tried to diffuse a regular mine with just ACE+CBA (EOD Specialist, right tools etc) No luck. There's no option to interact with mines..I just made a ticket on the ACE GitHub.
Mik3 12 Sep, 2023 @ 5:03am 
Hello, I'm having the same issue as Cpt, I cannot equip the detector and cannot interact with the IED via the ACE menu. Tried using just the required mods with nothing else, still a no go. There must've been an ACE or game update that bricked this awesome mod. If you do update, it'd be very cool to just give the vanilla mine detector and diffuse kit the ability to detect/diffuse IEDs rather than separate inventory items.
J3FF  [author] 11 Aug, 2023 @ 9:36am 
@Cpt N.Angevin I'm still going to assume you're doing something wrong or there is an incompatibility. As of now there are no active reports of issues apart from yours
Cpt N.Angevin 11 Aug, 2023 @ 1:13am 
@J3FF and if I tell you that I tried the mod with just ace and CBA
J3FF  [author] 9 Aug, 2023 @ 8:41am 
@CPT N.Angevin Its likely you have a mod conflict then. Try using just this mod and the requirements to see if the errors persists.
Cpt N.Angevin 9 Aug, 2023 @ 7:52am 
@J3FF, yes, I've activated everything as it should be, but it doesn't work
J3FF  [author] 8 Aug, 2023 @ 12:08pm 
@Cpt N.Angevin Are you using Ace? Its required. And you must have the detector in your inventory. After that you just need to equip it and its always active when equipped.
Cpt N.Angevin 8 Aug, 2023 @ 9:13am 
Hi, I can't seem to "activate" the passive IED detector in the personal interaction menu. As a result, when I'm near the mine, it explodes.
J3FF  [author] 7 Aug, 2023 @ 3:20pm 
@Raptoid The version was reverted to the release version due to some issues, to it was removed.

@GSG J Brown Noted, thankyou.
[S.C.] Raptoid 5 Aug, 2023 @ 4:31pm 
I forgot to mention that I searched up and down the addons settings in game options, but can't seem to find the right dropdown menu
[S.C.] Raptoid 5 Aug, 2023 @ 4:30pm 
In the updates it's mentioned that a CBA option can enable it on all mines, how can I do that?
[SG] CPT J Brown 5 Aug, 2023 @ 7:23am 
Can confirm it works fine on the dedi server. Secondary issue - it seems that empty vehicles set the IEDs off no matter which side you set as the trigger side. Annoying when trying to set up car bombs and the like!
[SG] CPT J Brown 29 Jul, 2023 @ 6:32pm 
@J3FF roger thanks for the update man! I'll give it a shot on our dedi and see what's what. Appreciate your time!
J3FF  [author] 29 Jul, 2023 @ 5:20pm 
@SSG J Brown Ah ok, theyre have been some reports of it not working in lan mp, it has to be dedicated.
[SG] CPT J Brown 29 Jul, 2023 @ 4:57pm 
@J3FF This was testing a simple MP mission made in 3DEN, launched via LAN.
J3FF  [author] 29 Jul, 2023 @ 12:44pm 
@SSG J Brown This mod is working since the latest update afaik. What server environment are you in?
[SG] CPT J Brown 29 Jul, 2023 @ 7:57am 
I'm not sure this is working as intended. I've placed the module, using pressure pad with 3m trigger distance for reference. I've set the character to explosives specialist & equipped the defusal kit, I prone up to the IED, the interaction shows and I open the window.

I've tried following the video and moving my mouse down the dark channels and snipping the wires, they disappear and the "snip" sound is heard but the IED doesn't defuse, it remains live.

I can also move my mouse through the lighter area of the baseplate, and across the red pressure plate, and click anywhere and nothing happens, there doesn't seem to be any consequence. I can move my mouse through any part of the IED and the wires still snip.

Am I doing something catastrophically wrong or is this currently broken? Thanks!
XammaX_43 20 Jul, 2023 @ 4:13am 
@Fuzzle a stitching minigame (similar to this IED system) that would be compatible with ace.
Ellman 1 Jul, 2023 @ 5:40am 
@J3FF Perhaps, I enabled the trait via Zeus.
I'll be trying it again in the future
J3FF  [author] 30 Jun, 2023 @ 3:15pm 
@Ellman You probably have the wrong trait, its called "Explosives Specialist", it is not the Ace explosives expert trait.
Ellman 29 Jun, 2023 @ 7:54am 
@J3FF
Weird, I did ensure that both the correct trait and the defusal tool were present.
Fuzzle 27 Jun, 2023 @ 5:15pm 
@XammaX_43 You can already stitch wounds in ACE Medical, what exactly do you want here...?