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v1.1.0 - Configurable craters + mod icon

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@godgutten godgutten released this 04 Sep 22:06
· 8 commits to main since this release

TLB copies of the eight vanilla and ACE IED types. Each one leaves a persistent crater where it detonates — without launching or trapping the vehicle that set it off.

New in this release

  • Crater size is now configurable per IED type. Each of the eight types has its own Crater: ... setting offering None, Small, Medium, Large, Extra Large or Random. Nothing about crater choice is baked into the PBO any more, so a dug-in large IED and an urban one can leave completely different holes.
    • Random picks a different size on every detonation, resolved once per blast so every machine agrees on it.
    • The Small crater (Land_ShellCrater_01_F) is now selectable — it wasn't used at all before.
  • Mod icon for the launcher and in-game mod list.
  • Defaults are unchanged, so existing missions behave exactly as they did on v1.0.0.

Requirements

  • CBA_A3
  • ACE3 (ace_explosives) — built and tested against 3.21.2
  • Arma 3 v2.10+

Installing

  1. Extract @TLB - IEDs into your Arma 3 folder and enable it in the launcher.
  2. Server: add it to -mod= and copy keys/TLBIEDs01.bikey into the server's keys/ folder so the signature verifies.

What's in it

Eight placeable mines and eight matching Zeus modules, in Eden under Empty → Explosives → TLB IEDs. Defusing, pressure plates, cellphone, clacker and dead man switch all behave exactly as they do on the stock ACE IEDs, and defusing leaves no crater — only a real detonation does.

Craters are not added to the vanilla/ACE IEDs, so existing missions are unaffected. Mission makers opt in by placing the TLB versions.

See the README for how it works in detail.