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EOD Suite

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Posted: Thu Apr 28, 2016 3:12 pm     Super secret spam barrier
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Mefirst wrote:
I dont think we need that mod.

We don't need a lot of mods that we have, but I'd like this one for private missions. I loved Clydes series of missions with Brimstone (can't remember the mission names off the top of my head) and he did the best he could with scripts. This would have raised it to a whole other level.

For those (ie me) not initiated in the witchcraft of modding. bikeys? is that like a MD5 for arma mods?


Posted: Thu Apr 28, 2016 3:21 pm     Super secret spam barrier
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It's a signature file system that restricts what mods a joining player can use, and prevents hacking or running of unauthorised code. It's one reason why our servers have consistently high uptime and stability.


Posted: Thu Apr 28, 2016 3:52 pm     Super secret spam barrier
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Mefirst wrote:
I dont think we need that mod.
We run dedicated engineers and EOD sections in a lot of ops. They usually have a poor time of it.

This would increase immersion for them whilst the rest of the troop pull security.

Scenario... 3CB are escorting EOD to a IED factory. Taliban knew the convoy way approaching and laid a bomb on the route. With the lead of the convoy disabled and the rest trapped with unknown ied and mines around them, the taliban launch an attack on the stranded troops.

3CB have to clear a route to better ground and escape or defeat the attack.

Creating missions/scenarios isn't just about 'go here, shoot people'

You have to create a feeling of purpose for being there in the first place, a major obstacle to overcome to do your mission/survive and/or a massive change of plan that requires teamwork and a sense of urgency to keep people on their toes and have fun.

We do this with a combination of storyline, creative missions and good old fashioned switcheroo. The mods are the tools we need to keep doing new ones otherwise it gets stale very quickly. Hence we have a mod team that works tirelessly to do new 3cb kit and features, we are constantly on the lookout and test new mods and maps and have mission creators who work their balls off to keep things fresh.

It is because of this high quality work that 3CB is growing from strength to strength and long may it continue.

Now about the mod....shall we test it?


Posted: Thu Apr 28, 2016 4:31 pm     Super secret spam barrier
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Meehan wrote:
I think we should test it. In fact I'd volunteer to be part of a test team.
If it's not up to scratch, we can always pass on our findings to Burnes who will sort it.

I can see this mod not being 'if' but 'when'. Especially with the new Afghanistan map in our set.


Posted: Fri Apr 29, 2016 2:31 am     Super secret spam barrier
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Some of this like the mine detector would be pretty cool for Public and Private Ops


Posted: Fri Apr 29, 2016 7:38 am     Super secret spam barrier
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As always guys, if you see a mod you think will benefit the unit - test it first without any other mods to check for errors, then again with the 3CB modset (public and private). If your error-logs are clear, then report back and pass the details onto SJ and state your case (i.e. how you think think the mod will benefit the unit as a whole). If it ticks all the boxes, it will be considered for inclusion :).


Posted: Fri Apr 29, 2016 7:41 am     Super secret spam barrier
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Part of me would really like to use this in a couple of missions. Maybe TvT could add an interesting element. But at the same time it has to work with what we already have and when it was first released it said that you couldn't use it with AGM. This was due to AGM completely reworking the explosives in the game and this mod was trying to do the same. So unless Burnes has done something about this I think we're on to a dead end.


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Posted: Fri Apr 29, 2016 10:25 am     Super secret spam barrier
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Apollo wrote:
Bikeys are generated at build time, so if we have the source files it's easy. No idea how PwS do it though.
One can create signatures for arbitrary *.pbo's, no source files necessary :) 


Posted: Fri Apr 29, 2016 5:57 pm     Super secret spam barrier
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Like it. Very gucci. As others have stated, it'd be a pretty entertaining set of gameplay for the commando engineers in our private ops missions, and actually give them something to do other than driving around a supply truck or repairing vehicles.

Someone tell Byrnes to make it ACE3 compatible, since their IED set is pretty good too

Not sure about the "Concussed" effect. The things which I really like about  the mod are the semi-indepth disposal system and the mine detecting device itself. Still so/so about us needing it though, minus the bleepers and the defusal system


Posted: Tue Sep 06, 2016 8:32 pm     Super secret spam barrier
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I was pretty enthusiastic when it first appeared, it's why I started the thread, now though I'm not so.

I've watched a few of Burnes' operational videos and the team really underuse the mod. There's a consistent and boring pattern: find IED, ECM on, set charge, ECM off, destroy the IED. Sometimes they move the IED with the robot. I don't think I ever witnessed them defusing an IED. After a time I never got the sense they were ever in any danger.
We could probably replicate the ECM, and the trigger man stuff, with a few kb of scripts and ACE rather than 1GB of stand alone mod.

Now that we have the ACE Vallons, which for me was the most important component, I don't we urgently need this.

Keep an eye on it sure.


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