#P34NUTZ' IED Emporium

1 messages · Page 1 of 1 (latest)

sick tundra
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@clever glacier Sorry to bother you, someone mentioned you might be able to offer some advice on how to stop my IEDs exploding instantly when spawned by GM? I can provide more details meowheart

high oasis
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Testing it out on my server. Quickly noticed that the Cookpots dont spawn in when placed via GM. Most explosions in this mod doesnt show any of explosion effects or sounds

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other that the throwable as well as the detonators animations and detonations work fine. This mod is amazing mate! Youre always pumping out great mods KOGGIES2 🍻

sick tundra
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I've been testing an IED that can be placed by players, but it's pretty complicated getting it to work with the animations and stuff

high oasis
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Will continue to test this mod! Thank you P34NUTZ for all your hard work!meowawww

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OH! also another thing when trying to delete the blown up VBIED's they dont delete and just remain in place with the engine sound still running despite being entirely neutralized lol

sick tundra
coarse storm
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Sorry to keep adding to the problems but it seems like if you try to place near anything like buildings they blow up as well

high oasis
modern geyser
sick tundra
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My savour, honestly I could kiss you

dusky frost
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Can't wait to commit war crimes with this, awesome!

opaque drift
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I can’t seem to find proximity or buried IED’s where do I find those to place at?

clever glacier
grizzled girder
clever glacier
sick tundra
sick tundra
proud marsh
sick tundra
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I'll push an update later today that fixes the dirt mine and adds a sand version. Also the VBIEDs won't just vanish after impact. Tomorrow I'll hopefully have a fix for the placeables

covert mason
sick tundra
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I have noticed that after a ied blows it has a chance to keep the explosive entity and clog up the server. Photo below. I have nothing spawned in yet they are there

sick tundra
frail lintel
sick tundra
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Do you take ideas/suggestions?

sick tundra
lucid pawn
sick tundra
sick tundra
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I actually started out with that model, I think it's still in the files somewhere so I can add it back in. Players do tend to shoot the fuel truck on sight, that's why I left it out initially 😂

sick tundra
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I might add incendiary effects if I can, since it's a fuel truck

sick tundra
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Is it compat with the shrapnel mod?

sick tundra
mellow vessel
sick tundra
sick tundra
proud marsh
mellow vessel
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Looks perfect wym

wild finch
sick tundra
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Oh shit, I didn't realise that happens. Thanks for bringing it to my attention, I'll get a fix out for it in the next few days

sick tundra
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Should be fixed now

late heath
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@sick tundra hey so not sure if someone has already pointed this out but if this mod and the t72 by space strider are in a server at the same time, the t72 doesn't not show in the entity list for the gm

sick tundra
sick tundra
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Just spoke to him, it's not clear what the issue is but I'll take a look around and see if I can push a fix out today

late heath
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Ok cool. Sorry bouy pinging you again on it.

sick tundra
celest spruce
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Would like to point out, in case you are unaware, when I place the UAZ-469 VBIED on the Kunar map it automatically explodes upon spawning when placed on all surfaces

sick tundra
late heath
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Also, you might have already addressed this in the update but some of the proximity IEDs won't place on the ground on kunar. Not sure for other maps

sick tundra
celest spruce
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Another thing is the ambulance ied refuses to delete

sick tundra
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I'll be implementing some lower-yield IEDs, these are more likely to flatten tyres, knock players unconscious, damage vehicles and break windows. Gives more options than just demolishing an entire convoy, these mean having to fix things and render aid, exposing the players for a short time

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Along with these, the t72 compatibility issue should be fixed.

I may have to remove the ambulance VBIED if it's causing problems for GM (this is a root issue, not sure I can fix it)

The proximity IEDs are still WILDLY unstable, there's not much I can do to fix those either, except learn to code. So I'm going to try and create some kind of script to make them more stable (good luck me haha). I can't promise they'll be made more stable anytime soon, so using caution when placing will have to do for now unfortunately. This is the same issue as what's happening on Kunar, so those two are directly linked and will be fixed together.

I appreciate everyone sticking with it and reporting bugs, hopefully can get this in a decent state soon

sick tundra
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My results testing on Kunar have been really stable so far. In the one video you can see an example of how they blow up when placed too close to the GM camera. Place them well away from yourself and others, you should be good 👍

static vortex
sick tundra
sick tundra
sick tundra
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@sick tundra Question on your mod so I understand how to implement and what to expect...

  1. Randomized when the explosive is detonated? Maybe it will ? May it won't?
  2. To place ied's from workbench use the ones in Prefab/PrefabEditable folder?
sick tundra
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'PrefabEditable' has the placeable IEDs, but 'Prefabs' has things like grenade, detonators and vehicle-bourne IEDS

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Ok, cool. Good info....

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Also, IEDs place in world editor are FAR more stable than those placed by GM

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Not sure why, I think GM screen just messes with it

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yes... I see that. It looks like the camera in GM is being picked up as a player entity.

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Are they faction sensitive?

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No, they're completely indiscriminate, they'll kill anyone once placed

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I'm hoping to create faction-only ones soon as Bohemia releases the explosives expansion

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You've done great so far keep up the great work. We thank you for it.

sick tundra
plucky mirage
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👀

sick tundra
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Ok not really AI, it's on a timer and you have to force the AI there but still...

fickle cosmos
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"Prefab"
DEFAULT (E): There is no DistanceParticleEffectManager in your world. The default particle is played!
rpl::Pip::ProcessNetToGame
ENTITY : SpawnEntityPrefab @"{F791F50643497976}PrefabsEditable/Auto/Props/IEDs/E_Box_IED_LowYield.et"
ENTITY : Create entity @"ENTITY:4611686018427390275" ('GenericEntity','Assets/Props/Crates/CardboardBoxStack_01.xob')
at <3056.644043 10.156072 2711.929199> @"{F791F50643497976}PrefabsEditable/Auto/Props/IEDs/E_Box_IED_LowYield.et"
SCRIPT (E): Editable entity @"{F791F50643497976}PrefabsEditable/Auto/Props/IEDs/E_Box_IED_LowYield.et" is missing RplCom
ponent! Maybe try regenerating it again.
rpl::Pip::ProcessNetToGame
ENTITY : SpawnEntityPrefab @"{F791F50643497976}PrefabsEditable/Auto/Props/IEDs/E_Box_IED_LowYield.et"
ENTITY : Create entity @"ENTITY:4611686018427390276" ('GenericEntity','Assets/Props/Crates/CardboardBoxStack_01.xob')
at <3065.667969 10.144244 2709.230957> @"{F791F50643497976}PrefabsEditable/Auto/Props/IEDs/E_Box_IED_LowYield.et"
SCRIPT (E): Editable entity @"{F791F50643497976}PrefabsEditable/Auto/Props/IEDs/E_Box_IED_LowYield.et" is missing RplCom
ponent! Maybe try regenerating it again.
rpl::Pip::ProcessNetToGame
ENTITY : SpawnEntityPrefab @"{F8AD1B7E13425B91}PrefabsEditable/Auto/Props/IEDs/E_Bin_IED_LowYield.et"
ENTITY : Create entity @"ENTITY:4611686018427390277" ('GenericEntity','Assets/Props/Services/Healthcare/BinMedical_01/
BinMedical_01.xob') at <3057.998779 9.560602 2714.256104> @"{F8AD1B7E13425B91}PrefabsEditable/Auto/Props/IEDs/E_Bin_IED_LowYie
ld.et"
SCRIPT (E): Editable entity @"{F8AD1B7E13425B91}PrefabsEditable/Auto/Props/IEDs/E_Bin_IED_LowYield.et" is missing RplCom
ponent! Maybe try regenerating it again.
rpl::Pip::ProcessNetToGame
ENTITY : SpawnEntityPrefab @"{F8AD1B7E13425B91}PrefabsEditable/Auto/Props/IEDs/E_Bin_IED_LowYield.et"
ENTITY : Create entity @"ENTITY:4611686018427390278" ('GenericEntity','Asset

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Some code in the config when I try to place some of the IED's that don't actually spawn @sick tundra

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ENTITY : SpawnEntityPrefab @"{E1D328DB7BC6F284}PrefabsEditable/Auto/Props/IEDs/E_DuffleBag_IED.et"
ENTITY : Create entity @"ENTITY:4611686018427392064" ('GenericEntity','Assets/Props/Military/Duffle Bag/Bag.xob') at <
3177.931641 10.500521 2704.828369> @"{E1D328DB7BC6F284}PrefabsEditable/Auto/Props/IEDs/E_DuffleBag_IED.et"
SCRIPT (E): Editable entity @"{E1D328DB7BC6F284}PrefabsEditable/Auto/Props/IEDs/E_DuffleBag_IED.et" is missing RplCompon
ent! Maybe try regenerating it again.

sick tundra
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I can fix these...probably...

sick tundra
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@hybrid knot You can post them in here

hybrid knot
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Word! I'll send em over

sick tundra
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Jesus christ this mod is pure jank 😂

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I'll work on getting everything you showed a bit more stable. The one where there was no explosion or sound, that's a glitch within enfusion that I can't fix

hybrid knot
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Ah i understand
Might be slightly difficult to work with as some EODs will not know what hit them nor will anyone else 😂

sick tundra
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I might've found the issue, but as always I can't promise it'll actually fix it (there's duplicate explosive warheads on the mail box, don't think the game knows which to play)

sick tundra
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Behold, for my stupidity knows no bounds! I strapped an IED to the bonnet and it seems to only interact with other vehicles, resulting in a much more stable VBIED. We're making progress blobcloseenjoy

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Also means that the smaller cars with actually destroy, and not just sit there

glacial garden
clever glacier
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dope, does it blow up when shot?

sick tundra
hybrid knot
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Please n thank you! If possible can it be a thing so we can also do the thing

glacial garden
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I want it to do the thing tooKEKW

sick tundra
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@sick tundra Just some feedback on your mod...
When used in scenario framework slot entity, all the IED explode when spawned in.
Here are some console entries

SpawnEntityPrefab @"{F791F50643497976}PrefabsEditable/Auto/Props/IEDs/E_Box_IED_LowYield.et"
 ENTITY       : Create entity @"ENTITY:4611686018427389335" ('GenericEntity','Assets/Props/Crates/CardboardBoxStack_01.xob') at <3695.855225 35.669998 2478.691162> @"{F791F50643497976}PrefabsEditable/Auto/Props/IEDs/E_Box_IED_LowYield.et"
  SCRIPT    (E): Editable entity @"{F791F50643497976}PrefabsEditable/Auto/Props/IEDs/E_Box_IED_LowYield.et" is missing RplComponent! Maybe try regenerating it again.
SpawnEntityPrefab @"{F791F50643497976}PrefabsEditable/Auto/Props/IEDs/E_Box_IED_LowYield.et"
 ENTITY       : Create entity @"ENTITY:4611686018427389338" ('GenericEntity','Assets/Props/Crates/CardboardBoxStack_01.xob') at <3563.092041 256.712006 553.521973> @"{F791F50643497976}PrefabsEditable/Auto/Props/IEDs/E_Box_IED_LowYield.et"
  SCRIPT    (E): Editable entity @"{F791F50643497976}PrefabsEditable/Auto/Props/IEDs/E_Box_IED_LowYield.et" is missing RplComponent! Maybe try regenerating it again.
SpawnEntityPrefab @"{F791F50643497976}PrefabsEditable/Auto/Props/IEDs/E_Box_IED_LowYield.et"
 ENTITY       : Create entity @"ENTITY:4611686018427389356" ('GenericEntity','Assets/Props/Crates/CardboardBoxStack_01.xob') at <3652.082031 217.928009 3231.951172> @"{F791F50643497976}PrefabsEditable/Auto/Props/IEDs/E_Box_IED_LowYield.et"
  SCRIPT    (E): Editable entity @"{F791F50643497976}PrefabsEditable/Auto/Props/IEDs/E_Box_IED_LowYield.et" is missing RplComponent! Maybe try regenerating it again.

More to follow....

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UpdateEntities
 WORLD        : Frame
  SCRIPT       : GetResourceName 'scripts/Game/Editor/Components/Editor/SCR_ContentBrowserEditorComponent.c,1304'
   RESOURCES (E): Wrong GUID/name for resource @"{D6FE20CF34DC4B73}PrefabsEditable/Auto/Props/Military/E_EquipmentBox_IED.et" in property "#return"
  SCRIPT    (E): Prefab '{D6FE20CF34DC4B73}PrefabsEditable/Auto/Props/Military/E_EquipmentBox_IED.et' is missing at index '1131'!
sick tundra
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I also saw a message regarding "DistanceParticleManager" missing. I didn't copy it before removing mod. But it is related to your mod somehow as it is not appearing anymore.

stoic prairie
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@crimson oar @lethal tusk

lethal tusk
torpid surge
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@sick tundra what happened to your other mod

torpid surge
sick tundra
# torpid surge The civilian one with the clothing and stuff theres no more thread for it?

It's still going ahead I'm just waiting for someone, I can't for the life of me remember their name, but they're making a Civilian mod with custom Civilian behaviour.

I'm gonna use that mod as a dependency, so I can have AI IDAP that aren't just static.

For the threads, I've been shutting them down as I was getting too many notifications about different things. So I'll be quiet on discord for a while but the mods are still on the way

torpid surge
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Okay thanks for the update on it really looking forward to it😊

torpid surge
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@sick tundra Hey ik this might be a big ask but could you possibly add British army and RAF ID cards to ur baf mod

proper halo
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Tried the modular shoot house stuff on a dedicated server and it wasn’t working. Any update on that mod @sick tundra ?

cobalt totem
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@sick tundra would it be possible to make the shoot houses objects unable to be seen through by A.I?

sick tundra
sick tundra
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I'll take a look again to see if I can fix it

clever glacier
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It's a collision layer. Add colliders that use this layer

sick tundra
celest spruce
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Another thing with the shoot houses, the walls tend to do their own by randomly rotating

cobalt totem
sick tundra
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I'm gonna update it with some bug fixes, I've got some more to add to it as well so might as well do it all in one go

celest spruce
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May aswell also mention that the realistic targets do crash games when spawned

cobalt totem
cobalt totem
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@sick tundra may I ask your future plans on modern FIA and Shoot Houses?

sick tundra
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Shoot houses have been fixed, just need to push the update after I've added some stuff. AI get confused by the destructible entries since theyre not technically doors/windows, so they do weird things like hide in corners but they can navigate around inside and out.

There's also tiny gaps in some of the premade houses, which they sometimes try to shoot through but doesn't seem to matter much

sick tundra
# cobalt totem <@456226577798135808> may I ask your future plans on modern FIA and Shoot Houses...

My main plans for both mods:

Shoot houses -

. Add the plane shoothouse (made, just finalising)

. Add more variants, along with actual multi-story style prefabs

. Fix the realistic targets and any other bugs

Modern FIA -

. Make an entirely separate faction for the mod

. Add all things that other factions include, like all AI groups

. Retexture vehicles like the UAZ (I'll wait to see which mods break eith the update, then I'll add some user-made vehicles like the land rover retextured)

. Sniper nests/observation points (I want to make these placeable entites from user-inventories, but I'll wait until the next update)

. IEDs (this one probably won't be possible, at least until someone smarter than me makes it)

cobalt totem
torpid surge
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@sick tundra are you updating the black firing mags

sick tundra
round jay
waxen birch
round jay
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I'm not sure. I stopped playing around a month or two before the update came out

hybrid knot
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Iirc it was

remote helm
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Some of it worked, some didn't

round jay
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Damn. I hope he brings it back.

hybrid knot
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Same

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Its nice to have your members question every forseeable object they see as a possible IED

sick tundra
round jay
sick tundra
round jay
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Damn

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Here's hoping a scripter does that

sick tundra
remote helm
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I liked the VBIEDs

hybrid knot
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I did appreciate the static proximity explosive objects. Psychological warfare is a treat

torpid surge
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@sick tundra could you update your prop mod to 1.0 soo my roleplay server can. Use it we used to but it isn't reuploaded

torpid surge
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Thank you brother

weary violet
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Wait that’s all it took 😫😫???! I’ve been waiting so long

hybrid knot
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Its not that easy
Count them blessings

sweet plover
sick tundra
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Panda is a certified legend 💯 (bacon too, were using his dependency 😚)

waxen birch
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This out again then?

sick tundra
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Fully fixed this time hopefully, none of them randomly blowing up when you place them 🤞

round jay
sick tundra
sick tundra
frigid dune
# round jay ?

It's a private Discord for TOS violation & fraud; you need an invite from a violator to click the link.

round jay
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Oh okay

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How come he put that # there?

frigid dune
sick tundra
proper halo
sick tundra
mellow vessel
tough plume
frigid dune
tough plume
proud bear
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Is this mod causing anyone issues on there server by chance?

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Seems to crash mine often so I had to remove it even tho the claymores are so awesome lol

sick tundra
proud bear
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I believe the jeep is the one at least for me causing problems, but unsure, after I finish my event I’m gonna re-add it and run some tests to give you a definite answer

sick tundra
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The jeep would sense, I mashed all the parts together myself so there's probably something iffy in there

covert mason
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@sick tundra is it possible to add the ability to blow up IEDs when you select the “kill” option in the GM scroll wheel

covert mason
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Hey @sick tundra after messing round with your shoot house mod on a multiplayer server I’ve found it crashes when you place a pre built shoot house

cobalt totem
sick loom
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RIP the creator of IED Emporium

sweet plover
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What happend?

hybrid knot
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He good?

tough plume
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he deleted his disc and steam

hybrid knot
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Whaaat?! Is everything alright w/ dude?

tough plume
hybrid knot
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🕯️

sweet plover
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I wrote with him a few weeks ago its a shame that he seems to be disapeared now. Should I keep this mod up to date develope it further?

sweet plover
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Yeah but I can use it as dependancie to change things and I rembered him sending me some files as I should help him fixing something

tough plume
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His most recent thread is in modders lounge where but he went dark about the same time when you send. I think you should fix . His extra cdf mod broke as well due to a dependency ban

sweet plover
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I dont have anything from cdf thats the problem

tough plume
sweet plover
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I dont think that its posible to remoce a dependencie if you dont own the actual mod

tough plume
hybrid knot
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Please

weary violet
sweet plover
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Will do any suggestions on what I could add

quiet hamlet
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I think it be worth testing out combining* Ashyl’s shrapnel mod with some of the ied if the frame drop problem got fixed and disarming action with shovel

sweet plover
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Disarming would only be valid for ieds against vehicles only or at mines will see what I can do

quiet hamlet
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Yea unfortunately we don’t have any handheld tools, going for hurt locker idea of snipping wires would’ve been cool lol

hybrid knot
quiet hamlet
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On topic of EOD if anyone skilled picks up on this convo, a bomb suit with use of current vest system would be awesome

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These chonky boys

weary violet
hybrid knot
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Not sure but iirc all IEDs have a 5m circumference that will down anybody. Perhaps a few IEDs could have different triggers in order to defuse successfully (trip wires and pressure plates)

sick loom
modern geyser
hollow holly
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the modder keeps disapeared ?

tough plume