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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
- Extract
@TLB - IEDsinto your Arma 3 folder and enable it in the launcher. - Server: add it to
-mod=and copykeys/TLBIEDs01.bikeyinto the server'skeys/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.