Arma 3
Minefield and IED script DEMO
35 Comments
ALIAScartoons  [author] 13 Jan, 2021 @ 12:07am 
@[CYG] YeetsGrenade
Far as i remember you can disarm them, the script places the mines when is executed so if you want them to be placed at certain time you can use an waituntil {}; before the line of the script.
You can do that in init.sqf or another script executed globally
YeetsGrenade 12 Jan, 2021 @ 1:47pm 
is there a way to disarm them and is it possible to have them load in when a player is near the area?
ALIAScartoons  [author] 21 May, 2019 @ 2:03am 
@XCITE
In alias_mines.sqf notice the class "APERSMine" which is the type of mine i create and place where IEDs are, if you want a different mine with different range and effect replace that class with the desired one.
I never used BIS module because in the past they were broken by each update and weren't reliable, maybe that changed and worth taking a look to their minefield module i think they provide more options there.
Xcite 20 May, 2019 @ 3:48pm 
@Alias Yes, I see that it is indeed working, I will await your fix, also.... Is there a way for the explosives to trigger if a vehicle comes within X meters of the device? I'm particularly interested in doing something like that for the LARGE IED's... SO, if it is a vehicle, it will blow up if a vehicle is within X meters , if it's a player they just disarm as normal.
ALIAScartoons  [author] 20 May, 2019 @ 5:27am 
@XCITE
Looks like is working. The debug part is broken, markers for mines after the first group don't show up. Just take an engineer and you will see the mines in the second marker, just use a small radius so you don't have to move too much. I will fix that marker placement part asap.
Xcite 20 May, 2019 @ 3:58am 
@ALIAS
Armaholic
ALIAScartoons  [author] 20 May, 2019 @ 1:38am 
@XCITE
Ok mate, i will have a look ASAP, maybe is something broken. Where did you take the script from? Armaholic or STEAM?
Xcite 19 May, 2019 @ 7:56pm 
@ALIAS Using the demo mission, I get the same results two center markers surround by twenty empty markers about 1000 meters apart, using the following two init lines but only one shows on the map.
null = ["1marker_center1",400,"APERSBoundingMine",10,true,true] execVM "AL_mines\alias_mines.sqf";

null = ["marker_center",400,"IEDUrbanBig_F",10,true,true] execVM "AL_mines\alias_mines.sqf";
ALIAScartoons  [author] 17 May, 2019 @ 6:19am 
@XCITE
Please do so and let me know. Thanks!
Xcite 17 May, 2019 @ 4:28am 
@Alias I will test on your demo mission.
ALIAScartoons  [author] 17 May, 2019 @ 1:55am 
@XCITE
Dunno, i didn't have time to check it out, it should've worked because i used it for the exactly same purpose in a MP persistent mission with multiple minefields and i didn't have problems
Xcite 16 May, 2019 @ 8:54pm 
@Alias Any Ideas?
Xcite 15 May, 2019 @ 11:52am 
@ALIASCARTOONS
I have tripled check and only the first marker gets populated.
ALIAScartoons  [author] 15 May, 2019 @ 12:22am 
@XCITE
hmmm, should've worked. I will have a look ASAP.
Make sure the marker name (zaros_marker) is the same with what you placed on the map.
Xcite 14 May, 2019 @ 11:45am 
null = ["marker_center",400,"IEDUrbanBig_F",8,false,true] execVM "AL_mines\alias_mines.sqf";
null = ["zaros_marker",400,"IEDUrbanSmall_F",8,false,true] execVM "AL_mines\alias_mines.sqf";

That's what I am using @ALIAS and only the first marker populates, the second will not.
ALIAScartoons  [author] 14 May, 2019 @ 10:03am 
@XCITE
Also make detect_markers false too if you don't plan to use more empty markers to have mines at specific locations, so your lines should look like this
null = ["marker_center",400,"IEDUrbanBig_F",8,false,false] execVM "AL_mines\alias_mines.sqf";
null = ["1marker_center_1",400,"IEDUrbanBig_F",8,false,false] execVM "AL_mines\alias_mines.sqf";
ALIAScartoons  [author] 14 May, 2019 @ 9:58am 
@XCITE
Enable debug and see where the red dots are placed. Based on values you used you should have 16 of them on the map
Xcite 14 May, 2019 @ 6:32am 
How can I have multiple random IED markers in the same mission? I have tried setting multiple markers tied to multiple init strings but that doesn't work.

Example:
null = ["marker_center",400,"IEDUrbanBig_F",8,true,false] execVM "AL_mines\alias_mines.sqf";
null = ["1marker_center_1",400,"IEDUrbanBig_F",8,true,false] execVM "AL_mines\alias_mines.sqf";
Having these two lines in the init and having those two empty markers will only spawn mines for the first in the list.
I have a static mission that runs all the time, and I need about 6 or 7 randomly placed IED's on 8 different markers. How can I do this?
piggypotpie 20 Jul, 2018 @ 6:20am 
Liked and subbed. I will dragg my old ass out and start watching and see what's what. I'll ping you back if I'm all dicked up. Thanks for the quick response
ALIAScartoons  [author] 20 Jul, 2018 @ 6:17am 
@piggypotpie
This is not a mod, is a script you use in your mission editing, you should find the demo mission in scenarios menu. For more info about using my scripts check these tutorials
https://www.youtube.com/playlist?list=PLod_PhpAOFQjeeWATteU73zqL69ShN5Df
piggypotpie 20 Jul, 2018 @ 6:14am 
This doesn't show up in my ARMA 3 launcher to load. Am I doing something wrong? Does it automatically load?
ALIAScartoons  [author] 25 Feb, 2018 @ 2:35am 
@CyphasCayne
Right... i got you point, thanks for clarification, i will have a look and see if i can do something.
Thanks for your input!
MrPākehā 25 Feb, 2018 @ 1:11am 
@ALIAScartoons thanks for the answer, i meant the ied classnames themselves e.g. "IEDUrbanSmall_F". While my understanding of scripting is limited, i understand most of the code and it seems to me that the code only calls for a single ied classname per
ALIAScartoons  [author] 24 Feb, 2018 @ 6:56pm 
@CyphasCayne
Randomness can be achieved in 2 ways (as exemplified in alias_mine_ini.sqf):
* without markers, based on the range you set
* with markers, you place on the map as many empty markers as you want and if the number of mines you want to place is smaller than the number of markers then the mine locations will be randomly picked from markers available
Initially i stored the matkers in an arrays, but if you have many of them and they are named differently can be annoying to write all of them by hand in an array, that's why i chose to to detect them automatically.
More experienced scripters could first place the markers, then run a script to detect and place them in an array, copy to clipboard, then use it as desired, but i don't see the point of doing that.
Maybe i don't understand your suggestion tho, feel free to clarify if my answer doesn't cover your request
MrPākehā 24 Feb, 2018 @ 5:13pm 
is there any chance of making the ieds sit in an array instead of filling the init with multiple lines of code? just wondering as it would create a more random appearance of the ieds at marker locations. thanks for the awsome scripts anyway
Recker Jackson 17 Apr, 2017 @ 5:07am 
Really thanks ALIAS :D
ALIAScartoons  [author] 17 Apr, 2017 @ 2:58am 
@Recker Jackson
Thanks! If i understood your question correctly the answer is that once you have the script files in your mission there is no dependency to workshop.
Roby7979 16 Apr, 2017 @ 12:36am 
nice work bro!
Recker Jackson 14 Apr, 2017 @ 1:57pm 
Nice video lol :D
Recker Jackson 14 Apr, 2017 @ 1:56pm 
Merci beaucoup Alias , grâce à toi , on peut désormais placer les mines marines ( et j'avais uen question , si j'utilise un de tes scripts pour une mission , elle devient dépendente du script sur le workshop ou pas ? ) :)
FMS 14 Apr, 2017 @ 10:33am 
Ahh mines, the most dramatic weapon ever known to man.
Somchai 14 Apr, 2017 @ 8:57am 
Very nice thanks
ALIAScartoons  [author] 14 Apr, 2017 @ 6:23am 
@[B.w.S] Tatoune
Merci beaucoup moni ami! :)

@Treendy
This script will fit perfectly in that mission mate :)
Tatoune 14 Apr, 2017 @ 6:19am 
Coucou mon Stef ;)) bravo !!! bravo!!! bravo!!!....tu devrais poser ta candidature chez les studios "bohemia" tu mérites vraiment de travailler avec les développeurs de ce jeu MAGNIFIQUE :))
Encore bravo pour ton travail et merci pour ta gentillesse :)
treendy 14 Apr, 2017 @ 6:17am 
Nice one : ) this should make the current TRGM a bit more interesting : )