#P34NUTZ' IED Emporium
1 messages · Page 1 of 1 (latest)
@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 
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
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
🍻
Yeh the IEDs are really hit and miss, it's a shame. They work pretty well for me, other than randomly detonating when spawned 😂 I'm hoping to get some input from modders more competent than myself, see if we can get this thing more stable.
Right now is a test phase, so I'm glad you guys are using it and breaking it so we can see what needs fixing
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
We clacked off like a bunch of mines and the detonators and the gae didnt crash but resulted in an awesome explosion 😂
Will continue to test this mod! Thank you P34NUTZ for all your hard work!
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
Ah, this could be because I have them set to delete on destruction. So there's probably a glitch where its not deleting for you, but thinks it has been. When I turn that option off it should fix it 🤞
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
Sounds good mate! Keep up the phenomenal job! 🍻 🍻
10/10 mod
My savour, honestly I could kiss you
Can't wait to commit war crimes with this, awesome!
I can’t seem to find proximity or buried IED’s where do I find those to place at?
Game master fx has placeable mines you can have a look st
How come you don’t use the actual mine explosion for the AT mine bacon ?
my mines were made way before mines existed in the game and I never bothered changing the effects
Oh fair enough then
Thanks ☺️
Those are in the GameMaster menu, in the Modded section. Players can't actually place them, YET. Only GM. I'm trying to figure out a way to change the mine model into disturbed ground, so hopefully players will be able to place them themselves
This is exactly how I imagined it being used 🤣 so happy to see my vision coming to life
Oh ok
Great work!
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
You could definitely ask thebonbon as he it’s well versed in animations. As per GM placing of explosives you could ask Bacon as he’s done GM places mines. Could also as zelik as he’s well versed in scrips
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
Strange, I've got them set to delete after the explosion. I'll add it to the list of fixes 👍
Do you take ideas/suggestions?
Of course 😁
Hell yeah 😂
Perhaps change or add the large vbied to the fuel truck?
Idk I feel it would feel better it being a fuel truck
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 😂
I might add incendiary effects if I can, since it's a fuel truck
Ooo nice 👀
Is it compat with the shrapnel mod?
No idea tbh, I'd assume no but worth trying out
Ambulances 😈😈
It's on the list 😏
The ambulance needs....work....😂
stretchers 😈😈
Looks perfect wym
Civvie Ambo 👀
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
Should be fixed now
@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
Hi mate, someone brought this to my attention recently. Not sure why it's happening 🤔
I actually just joined spacestryders discord so I'll reach out to him today and try get it fixed
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
Ok cool. Sorry bouy pinging you again on it.
Pretty sure I've got it fixed, just adding some stuff and fixing the box/bags coz they're broken for some reason. Then I'll push the update
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
Ah, I must've forgotten to set an arming delay. I'll add that to the update
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
I'll have to test this one, might be registering the ground as an entity for some reason
Maybe this is more so the problem I encountered since the UAZ-469 is proxy
Another thing is the ambulance ied refuses to delete
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
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
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 👍
When this version released? Looks great
Some point today, I just need to make little things like new UI icons and thenI'll push the update
Update is out, be careful when "demining" the new low-yield variety. The explosion is smaller but they have a lot more shrapnel, keep your medic at the back 
@sick tundra Question on your mod so I understand how to implement and what to expect...
- Randomized when the explosive is detonated? Maybe it will ? May it won't?
- To place ied's from workbench use the ones in Prefab/PrefabEditable folder?
So there are a few different viraties in this pack. Some will detonate when a player is within 5 feet of the IEDs, this also works for vehicles. The problem with these ones is that they tend to be very unstable, and sometime will detonate when placed too close to the screen; I'll post a video of what I mean, you'll see they place properly when done far away from your screen
You can see an example of proper use here, they detonate when place in front of me but not far away
'PrefabEditable' has the placeable IEDs, but 'Prefabs' has things like grenade, detonators and vehicle-bourne IEDS
Ok, cool. Good info....
Also, IEDs place in world editor are FAR more stable than those placed by GM
Not sure why, I think GM screen just messes with it
yes... I see that. It looks like the camera in GM is being picked up as a player entity.
Are they faction sensitive?
No, they're completely indiscriminate, they'll kill anyone once placed
I'm hoping to create faction-only ones soon as Bohemia releases the explosives expansion
You've done great so far keep up the great work. We thank you for it.
Oh shit, did someone say AI suicide bombers?
👀
"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
Some code in the config when I try to place some of the IED's that don't actually spawn @sick tundra
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.
I can fix these...probably...
@hybrid knot You can post them in here
Word! I'll send em over
Apologies for the delay
Was absolutely swamped in terms of planning and such. More videos otw
Jesus christ this mod is pure jank 😂
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
Ah i understand
Might be slightly difficult to work with as some EODs will not know what hit them nor will anyone else 😂
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)
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 
Also means that the smaller cars with actually destroy, and not just sit there
The cut off before the explosion is the best part 😂
dope, does it blow up when shot?
It doesn't, but pretty sure it can if I turn on the right layer setting
Please n thank you! If possible can it be a thing so we can also do the thing
Yes the "thing"
I want it to do the thing too
@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....
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'!
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.
@crimson oar @lethal tusk
Oh Layla
@sick tundra what happened to your other mod
Which one?
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
Okay thanks for the update on it really looking forward to it😊
@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
Tried the modular shoot house stuff on a dedicated server and it wasn’t working. Any update on that mod @sick tundra ?
@sick tundra would it be possible to make the shoot houses objects unable to be seen through by A.I?
I've tried, I just have no idea how to do it. The devs said turn on "FireView" or something like that but I did it and it didn't work so I'm not really sure what to do
I'll take a look again to see if I can fix it
It's a collision layer. Add colliders that use this layer
Ah, so I can't just turn it on in the settings? That makes sense why I was screwing it up
Another thing with the shoot houses, the walls tend to do their own by randomly rotating
I've noticed that with the rubber walls and explosives, they seem to enter a sort of ragdoll and tilt/turn
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
May aswell also mention that the realistic targets do crash games when spawned
Oh yeahhhh, personally forgot about that
@sick tundra may I ask your future plans on modern FIA and Shoot Houses?
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
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)
Outstanding, I honestly can't wait (I'll wait with high anticipation)
@sick tundra are you updating the black firing mags
Planning to update them in a day or two, soon as I get time
When do you think you'll put the IED mod back up?
It was busted no? pre update I mean
I'm not sure. I stopped playing around a month or two before the update came out
Iirc it was
Some of it worked, some didn't
Damn. I hope he brings it back.
Same
Its nice to have your members question every forseeable object they see as a possible IED
I can add it back but it was completely broken with the last update so none of the IEDs work anymore 😢
Damn. Do you think that you could get them to work?
I can fix them once BI releases AP mines / remote detonators, or until a scripter is kind enough to grace us with the same
I just used them bc they worked better than GMFX bc the explosion of that is less buggy
I liked the VBIEDs
Dmd you😉
I did appreciate the static proximity explosive objects. Psychological warfare is a treat
@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
Done
Thank you brother
Wait that’s all it took 😫😫???! I’ve been waiting so long
Its not that easy
Count them blessings
🤫 🤫 🤫
Panda is a certified legend 💯 (bacon too, were using his dependency 😚)
Hell yeah.
This out again then?
Soon
Fully fixed this time hopefully, none of them randomly blowing up when you place them 🤞
I don't see the suicide detonators.
I never had remote detonator, you mean the the suicide detonators? I've removed most things for now, I'm slowly adding it back in as it gets fixed
Ah okay.
Moving this thread over to modders lounge: https://discord.com/channels/1059854199262818324/1184630877318291556
?
It's a private Discord for TOS violation & fraud; you need an invite from a violator to click the link.
I couldn't tell ya. I left that Discord the same week it was founded because it was clear its raison d'etre was to be a foil this Discord, permissive of illegality.
I dont know about all that, it's just a cool community with a lot of really great people that I enjoy. We've had community events, crowd funded models for modders, collaborated on projects and things are just more lively over there. Hence the move
Would you be interested in adding a remote detonator someday? My sappers keep asking me to make one but that’s out of my skill level lol
I'm actually learning C# programming for exactly that reason 😂 another guy is also working on one, so I'll either add it in myself or I'll use theirs as a dependency. Whoever gets there first
Not private. Anyone can join 🤷🏻♂️, besides, even PuFu is there
No idea why you think this? Anything flagged has been resolved no tos broken 🤷♂️
Well that is how it was when it started. People very focused on money. I can't talk to it now because I ran out of there very fast.
People had ideas but all been dealt with
Is this mod causing anyone issues on there server by chance?
Seems to crash mine often so I had to remove it even tho the claymores are so awesome lol
Shouldn't be, it's just Bacon's GMFX mod but with different models for the landmines. Maybe it's the explosive prefab, those are custom. Are there any particular ones that give you issues?
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
The jeep would sense, I mashed all the parts together myself so there's probably something iffy in there
@sick tundra is it possible to add the ability to blow up IEDs when you select the “kill” option in the GM scroll wheel
A few of them u can already
Same.
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
Would that be the furnished version or the unfurnished version cause my server isn't having any problems with it
RIP the creator of IED Emporium
What happend?
He good?
he deleted his disc and steam
Whaaat?! Is everything alright w/ dude?
No idea if im honest
🕯️
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?
Well theres no contacting him
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
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
I dont have anything from cdf thats the problem
So basically idk if i can take apart the mod and just remove the dependency to fix it all but idk if thats allowed as like a sub mod
I dont think that its posible to remoce a dependencie if you dont own the actual mod
Yeah sucks cause the extra cdf is ruined
Please do. This mod is so good.
Please
might as well kepe it up to date, we love it
Will do any suggestions on what I could add
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
Disarming would only be valid for ieds against vehicles only or at mines will see what I can do
Yea unfortunately we don’t have any handheld tools, going for hurt locker idea of snipping wires would’ve been cool lol
EOD multi-tool would be a good substitute as well
On topic of EOD if anyone skilled picks up on this convo, a bomb suit with use of current vest system would be awesome
These chonky boys
The IEDs don’t explode if you blow it up with C4 or grenades maybe fix that?? Also you should make us be able to defuse IEDs like you can mines
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)
Please make the EOD suit cold war friendly if you do add it
I dont think they started using eod suits until the war on terror so most realistic for cold war would be no suit at all
the modder keeps disapeared ?
Yeah dipped