Arma 3
Aquerr's Bombs
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Update: 25 Aug @ 4:45am

Release 1.6.1:
- Added description information to EDEN modules telling that bombs and explosives objects should not be local objects and simple objects.
- Fixed an action initialization error that ocurred when ACE was not present

Update: 16 Aug @ 7:31am

Release 1.6.0 (Reupload with removed debug mode):
- Explode zeus module. This module lets you create an explosion on an object or any place in the world. Can be delayed. For example, you can make an airplane or a house explode in 30 seconds.
- All bombs can now be configured to require EOD (ACE)/Explosive specialist (Vanilla) trait or having certain items by the player to defuse the bomb. By default no items are required and EOD trait is not needed.
- Small bugfixes.

Update: 16 Aug @ 7:29am

Release 1.6.0:
- Explode zeus module. This module lets you create an explosion on an object or any place in the world. Can be delayed. For example, you can make an airplane or a house explode in 30 seconds.
- All bombs can now be configured to require EOD (ACE)/Explosive specialist (Vanilla) trait or having certain items by the player to defuse the bomb. By default no items are required and EOD trait is not needed.
- Small bugfixes.

Update: 12 Aug @ 1:30pm

Release 1.5.3:
- EDEN modules now understand connected triggers and will initialize the bomb when trigger activates. Simply sync your trigger with the module and make it server only. :)
- All EDEN modules now executes on the server side to increase performance.
- Fixed wire bomb error on multiple defusal tries.
- Fixed shot/explosion vulnerable objects not being registered for JIP players when class/global way was used.

Update: 1 Aug @ 5:14am

Release 1.5.2:
- Added mod public key

Update: 28 Jul @ 11:43pm

Release 1.5.1:
- Fixed not working disabled "Should Beep" property.

Update: 2 Jul @ 5:04am

Release 1.5.0:
- Added Morse code bomb (currently with very minimalistic GUI). This bomb let's you specify an encoded message that will be beep-ed to the player. The player must then enter a solution message. Both can be anything, a word or a full meaning... as long as they are alphanumeric characters from International Morse Code (consisting of 26 letters and 10 numerals + whitespace). Case insensitive.
- Code confirmation button for keypad bomb.
- Added max defusal attempts before bomb explodes (breaking change... sorry about that, you need to re-configure your scripts)
- Added option to remove shot/explosion vulnerabiltiy on defuse.
- Zeus interface bomb icons. All bombs created with the mod have now an icon in Zeus interface so that Zeus can easily see where the bombs are.
- Dedicated server fixes (all logic runs now on the server machine in hosted and dedicated environments)
- JIP player fixes
- Other general fixes and improvements

If you are creating bombs via triggers, make sure to run triggers on server side only.
Wiki will be updated in 24h.

Update: 27 May @ 2:22am

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.

Update: 23 Apr @ 1:29am

Release 1.3.1:
- Fix explosion not being triggerd on entering wrong digit

Update: 23 Apr @ 1:04am

Release 1.3.0:
- Added simple interface for keypad bomb
- General improvements