How to neutralise Weapons Depots, IED Factories and Recruitment HQs in Insurgency Missions

  1. 8 years ago

    Hi all.

    I've built a persistent, insurgency style mission using this guide and it's working great! We have gathered HUMINT on the location of a number of Weapons Depots, IED Factories and Recruitment HQs and need to know how to neutralise each of them. Could one of the devs please provide some guidance on how these game mechanics work?

    I'd also be keen to know how to disarm an IED if we come across one?

    Thanks in advance :)

  2. Hi, to destroy an installation all you need to do is blow up the building it is tied to. Once the building is gone, the installation ceases to function.

    To disarm IED's, you will need to get very close. Once you are within ~2-3m, an action will be added to your scroll that you can use to disarm the IED. You may or may not need to be an explosives engineer to disarm IED's, I can't remember :)

  3. @SpyderBlack723 Hi, to destroy an installation all you need to do is blow up the building it is tied to. Once the building is gone, the installation ceases to function.

    Strange. I tried this but when I logged back into the mission, the building was back in place and it was still an IED Factory.

    @SpyderBlack723 To disarm IED's, you will need to get very close. Once you are within ~2-3m, an action will be added to your scroll that you can use to disarm the IED. You may or may not need to be an explosives engineer to disarm IED's, I can't remember :)

    Wouldn't getting close to an IED detonate it?

  4. IED's have different radii for detonation, so some will let you get closer than others ;)

    If you are an explosive specialist you will be able to get close enough to disarm it. If you don't wish to disarm it, you can blow it up with a grenade or other explosive.

  5. Edited 8 years ago by DaVidoSS

    I have created a functions to populate notification to every player in range 200 m when insurgency installation has been destroyed. If that happen every near building where was some IED's on tables blew up as well just from detonation case. This is giving nice immersion and new game play experiences and i think it would be a god idea to add such event to the ALiVE mod.

  6. Here some VIDEO

  7. Thanks for your replies :)

    On a semi-related note, is it true that walking with guns lowered helps keep civilians on side?

  8. @DaVidoSS I have created a functions to populate notification to every player in range 200 m when insurgency installation has been destroyed. If that happen every near building where was some IED's on tables blew up as well just from detonation case. This is giving nice immersion and new game play experiences and i think it would be a god idea to add such event to the ALiVE mod.

    Can you provide the function you made? The more Immersion the better.

  9. Oh wow that's amazing! Yes please share.

  10. @SpyderBlack723 You may or may not need to be an explosives engineer to disarm IED's, I can't remember :)

    Is anyone able to confirm this?

  11. True. If you are not an explosive specialist you may get 50 % chance to disarm. You will have to face blue or red wire to cut. You need to guess

  12. @PabloElKillo
    You can Change, if only explosive engineers can disarm or everyone. Same goes for the lower chance of disarming when not explosive engineer.
    All changable in the Editor/Mission files.

  13. @Murdock @PabloElKillo
    You can Change, if only explosive engineers can disarm or everyone. Same goes for the lower chance of disarming when not explosive engineer.
    All changable in the Editor/Mission files.

    Where exactly do I change this?

  14. @PabloElKillo
    not 100% sure, but it should be in the IED-Module
    IED Wiki

  15. nope you cant use ALiVE modules to define that.

    By default, only Explosive Specialists or players carrying Mine Detectors can detect and/or disarm IEDs.
    Any unit with the text EOD in its name can also detect or disarm IEDs
    IEDs can often be destroyed with controlled explosions or by using large caliber weapons.
    Use the Action Menu to Disarm an IED once you are close enough, only recommended for those that can detect IEDs.

  16. Oh.. I thought I did read something like non-specialists to be punished with extra disarming time and a possibility of exploding IEDs on disarm.

    Could be part of an ace module then.. sorry for the misconception.

  17. Edited 8 years ago by PabloElKillo

    @Murdock Oh.. I thought I did read something like non-specialists to be punished with extra disarming time and a possibility of exploding IEDs on disarm.

    Could be part of an ace module then.. sorry for the misconception.

    Ah yes, these options are indeed in the ACE Explosive System module. So, will my ACE Explosive System settings apply to an ALiVE mission (e.g. if I have 'Require Specialists' set to 'disabled' will all players be able to disarm IEDs)?

  18. ^ that is a good question... anyone know the answer?

  19. Currently no, I played around with implementing this feature awhile ago but it was just too much tangling to be worth it. So, unlikely to happen unless someone else takes a stab at implementing ACE compatibility of this type.

 

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