Arma 3
Aquerr's Bombs
35 Comments
Lufian 1 Aug @ 6:26am 
Thank you :)
Nerdi  [author] 1 Aug @ 4:40am 
The mod is signed already but the key was not published.
I wasn't aware of that. Thanks for information.
Will be included in new release.
Lufian 31 Jul @ 4:31pm 
Hey Nerdi would you be able to sign and key the mod?
Nerdi  [author] 6 Jul @ 3:53am 
Sure! I was already planning to add such thing as well as option to pick one or another.
Aihara 6 Jul @ 2:36am 
Would it be possible for an update where if ace is detected, then the interaction options in the scroll action menu are removed so that interaction with the bomb are exclusively done through ACE?
Sugar Man ♠ 2 Jul @ 6:07am 
goat update
Nerdi  [author] 27 Jun @ 10:32am 
Will definitely add it on top of my "to do" list. Thank you for your suggestion. :praisesun:
Sugar Man ♠ 27 Jun @ 10:25am 
great mod. Any chance can we get a Zeus module or some setting to disable shot vulnerability? For example I'm making suicide vest hostages which my team successfully defuses the bomb and cuffs the hostage. They also remove the suicide vest (from uri's mod pure cosmetic reasons) and still hostages explode if they got shot or a grenade has been throwen into them. Maybe like a zeus module to disable the bomb module completely on object so our zeus can mimic like bomb is now not a threat. That'd be wonderful
Furry Gang 20 Jun @ 8:46pm 
Turns out I had to simply re-install the mod on the dedicated server! Thanks for all your help!
Nerdi  [author] 20 Jun @ 3:03am 
Hey!
I am using it myself on dedicated server and it is working absolutely fine. I have just checked it both via EDEN module and Zeus module.

"???" means that the bomb has time set to 0.
Explosion of already defused bomb on hit is expected as you defuse the bomb timer and not the actual explosive (that is vulnerable to shots and explosions).

Feel free to contact me via DSC provided in mod's description.
It will be easier to write there instead using the comments section.
Furry Gang 19 Jun @ 5:17pm 
Hey again! Back at you with another issue for the mod. This mod seems to misbehave pretty badly on a dedicated server. Initially I had bombs hooked up through scripting, and in local testing (single and multi player) it works fine, but when testing on my unit's dedicated server the bombs initialize improperly. I thought this was maybe a problem with my scripting at first, but even the bombs modules don't work in zeus when testing on a dedicated server. Bombs instantiated either through scripting or through the module have a "???" time left and seem to think they have already been defused? They can still explode if damaged but the functionality that i need is completely unavailable.

Any ideas what's up with that? I appreciate any help!
Nerdi  [author] 9 Jun @ 10:59pm 
@Furry Gang Nice to hear!
I am doing it often via triggers as well, so I know what you mean. :golden:

I updated the wiki yesterday. Let me know if something is still missing. :)
Furry Gang 9 Jun @ 4:05pm 
Love this mod! Big fan of being able to make a ticking time bomb for my players to interact with, but I'm running into a few issues. Firstly your wiki is just out of date at this point and needs to be updated with the new scripting commands. This is relevant because I'm always wanting to trigger a bomb spawning midway into the mission, and there is no way to hook a bomb module to a trigger currently. That would be some awesome functionality!
Nerdi  [author] 27 May @ 2:39am 
Release 1.4.0:
- Memory bomb with interface
- New keypad bomb interface
- Removed ACE dependency
- Code modularity (for devs and mission makers)
- General improvements

This update contains some breaking changes and all your existing modules in a mission may require to be readded.
Nerdi  [author] 23 Apr @ 9:24am 
A very first simple GUI for keypad bomb has just been released! Happy bomb defusal! :GoldGolfball:
A. Ares 16 Apr @ 4:36pm 
@0_ari_0 never thought about it. I kind of hate CSGO to be honest but I can see some similarities... And hey... If it makes ArmA 3 more popular... I am in... Actually I may even help! ;) :P
0_ari_0 16 Apr @ 5:02am 
@A. Ares I do believe this mod will lead to CSGO being ported to Arma lol
Nerdi  [author] 15 Apr @ 2:00pm 
Just published an update containing EDEN modules. They should be self explanatory (look at their descriptions and attribute tooltips).
Wiki will be updated soon.
Adeptus 14 Apr @ 9:17pm 
ace:ccskull:
A. Ares 14 Apr @ 2:37pm 
@Nerdi glad that I could help! Take a look at it though. Maybe there are other ways better than that to implement what you want/looking for!
Nerdi  [author] 14 Apr @ 12:43pm 
@A. Ares Thank you for the hint! :praisesun: I will definitely add such events. :golden:
A. Ares 14 Apr @ 2:15am 
@Nerdi, thank you for the GitHub page mate. Really appreciate all the documentation and the help, it makes things way easier! About the "code field" that you mentioned, since you use CBA, I believe that you can use some CBA Events to "trigger" an event every time a bomb is defused or something similar. This way, players will be able to add an Event Handler to execute some code whenever a "Bomb Disarmed" or "Bomb Exploded" (or whatever you see fit) events are being triggered!. To be honest, I do not know how to set this up but I do know that it is possible with CBA!
tommi.1978 13 Apr @ 9:57pm 
If that would be possible it would be great. Thank you for the answer!
Nerdi  [author] 13 Apr @ 1:03pm 
@tommi.1978 Currently no...
However, I am currently fighting in an unfair battle working on EDEN modules and I could add a "code field" that would be executed when bomb is defused.
One could then add such "mission end" script there.
tommi.1978 13 Apr @ 12:22pm 
Hi! If i would want to have the mission to end when the bomb is defused is there eg. a trigger activation code i could use?
Komodo 13 Apr @ 10:22am 
thnx nerdi
Nerdi  [author] 13 Apr @ 8:57am 
@A. Ares I setup a simple page at Github. https://github.com/Aquerr/Aquerr-Bombs/wiki/Features Hope that helps. :steamhappy:
Hit me up when something is missing or you need any more help. :golden:
A. Ares 12 Apr @ 11:46am 
@Nerdi, thank you for sharing this. It looks amazing and promising. Would you be able to add the functions on the description here? It would be really helpful to setup missions with these without the need for a Zeus!
Nerdi  [author] 12 Apr @ 4:19am 
@Komodo Sure! As a workaround for now, one can initialize such bomb from object's init field in EDEN.
Example:
Keypad bomb:
[this, 60, "2454"] call abombs_main_fnc_scroll_action_keypad_bomb;
Wire bomb:
[this, 60, true, "#", 50] call abombs_main_fnc_scroll_action_bomb_hint_text_image;
Nerdi  [author] 12 Apr @ 4:04am 
@骆影俱乐部 The model/object visible in the images is a simple "open battery" object from Contact DLC. My mod currently does not add any new object to the game. It simply lets you add/apply bomb on any game object as stated in description.
Komodo 12 Apr @ 3:53am 
would add an editor module as well?

ty
骆影 11 Apr @ 5:11pm 
Do you have this bomb model? I look forward to the follow-up!
nanner 10 Apr @ 8:30am 
cool
Good Job Man:steamhappy:
Quallex 9 Apr @ 12:12pm 
Amazing thanks man:lunar2019coolpig: