Arma 3
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IEDD Notebook
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Data Type: Mod
Mod Type: Mechanics
File Size
Posted
Updated
62.160 MB
Oct 10, 2023 @ 10:26am
Aug 19 @ 11:37am
40 Change Notes ( view )

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IEDD Notebook

Description
PRION Dev Team proudly presents:

IMPROVISED EXPLOSIVE DEVICE DISPOSAL NOTEBOOK, IEDD Notebook.
Current version: 1.10.1

Totally fictional mod that brings EOD-technicians and other explosive specialists something to do. We've always thought that in vanilla game, it's not that exciting to play a role of some kind of specialist focusing on mines or IEDs. And that's why we decided to start working on something even a bit more exciting. This mod gives an opportunity for mission makers to add pretty nice spice to custom scenarios.

Story behind this little notebook:
Sergeant First Class, Raymond A. Vargas, is a veteran army EOD-techician, who has been involved in several conflicts and military operations all around the world. On his action-packed and interesting career, he has taken some notes and photos of all different types of IEDs he have faced, and now it’s time to share his knowledge with other soldiers out there.

Main features (on release):
  • IEDD Notebook.
  • Notebook includes defuse instructions for IEDs.
  • Notebook includes short dictionaries for key words in amhara and arabia.
  • Default keybind for opening notebook "SHIFT + Arrow down" (adjustable).
  • 6 different types of IEDs (under Units - Props - IEDD Notebook - IEDs).
  • 5 variations of each.
  • Bunch of custom static electric wire models.
  • Notebook can be opened in Zeus, even without having it in inventory (SHIFT + Arrow down or Ace interaction menu).
  • Notebook can be opened in editor (SHIFT + Arrow down or Tools-menu).
  • Zeus module for IEDs.
  • Zeus module for ground signs.
  • Editor module for multiple IEDs (under Systems - Modules - IEDD Notebook).
  • Few addon options to tweak.
  • Few custom sounds.
  • Works on single player, hosted server and dedicated server.

IED features (on release):
  • You have to move slowly nearby (walk).
  • Activated by players.
  • Random activation distance (10-15 meters).
  • EOD or Explosive Specialist unit trait is required to defuse (adjustable).
  • Detectable with Ace metal detector.
  • Defusal kit required (adjustable).
  • Defuse by cutting wires in certain order.
  • Adjustable wire cutting time, 1-30 seconds.
  • Defuse by explosives.
  • Defused IEDs can be moved.
  • Defused IEDs can be exploded.
  • Explodes when wrong wire is cut.
  • Random amplitude of explosion (adjustable).
  • Chance of dud (adjustable).
  • Duds can be exploded.
  • IEDs can be loaded to vehicle, but drive carefully (max 45km/h).
  • Some IEDs are movable, some not.
  • Random ground signs (adjustable).
  • Possibility to make fake IED (adjustable).

Added features (after release):
  • Zeus module, Activate IED. Activate selected IED considering its attributes.
  • Zeus module, Explode IED. Explodes selected IED without considering its attributes.
  • Zeus interaction (WINDOWS-key by default) to Activate or Explode multiple, Zeus selected, IEDs at the same time.
  • Addon option to add IEDD Notebook to player(s) with EOD/Explosive specialist trait.
  • Addon option to add Defusal Kit to player(s) with EOD/Explosive specialist trait.
  • Vanilla mine detector to IEDD Notebook equipment box.
  • Possibility to change wire cutting time for EODs/Explosive Specialists.
  • Possibility to change wire cutting time for other units.
  • IEDs are detectable also with vanilla mine detector.
  • Possibility to determine if IEDs are detectable with Ace detectors and vanilla mine detector or not.
  • Possibility to change min. and max. activation distance for IEDs.
  • Possibility to interact with IEDs underwater.
  • Adjustable wire cut failure option for EODs/Explosive Specialists.
  • Adjustable wire cut failure option for other units.
  • Adjustable possibility for activate IED after failed wire cut.
  • "Just keep talking and nobody explodes-mode" = IEDD Notebook can't be opened near IEDs.
  • Bomb vest (found under units attributes). Target with bomb vest can be escorted and unlike other IEDs in the mod, this doesn’t activate by moving/running near. Drive carefully! (max. 45km/h)
  • Option to add (adjustable) countdown timer to IEDs (found in object attributes). Timer starts after first wire cut.
  • Option to change default IED-settings via CBA Settings.
  • Adjustable activation distance for single IED in editor (found in object attributes).
  • Adjustable activation distance for single IED in Zeus (Place IED-module).
  • Add bomb vest-module for Zeus.
  • Small electric crackling sound if wire cut is going to fail.
  • Option to set countdown timer for Zeus placed IEDs and bomb vests.
  • Variation X to all IED-types, excluding bomb vest. Variation X can’t be defused.
  • Info to not touch to IED which isn’t in the notebook (About IEDs).
  • Adjustable chance for spawning variation X when random is selected.
  • Training IEDs (found in editor and Zeus, under props). Doesn't explode, pops only a red smoke if failed disarm. Training IEDs can be rearmed with same variation or random variation. (Bele)
  • New explosion size, "Tiny". (Bele)
  • Option to totally ignore wire cutting orders for IEDs (for easier gameplay). (Bele)
  • Suicide bomber (found under units attributes - IEDD Notebook Options).
  • Zeus module for suicide bomber (found under modules - IEDD Notebook).
  • Addon options for suicide bomber.
  • Option to define activation side(s) for suicide bomber (unit attributes).
  • Option to define activation side(s) for suicide bomber (Zeus).
  • Addon option to include/exclude Zeus for activating suicide bomber.
  • VBIEDs, Vehicle-borne improvised explosive devices (found under vehicle attributes).
  • Predefined VBIED positions for vanilla civilian cars.
  • Couple of activation options for VBIED (works with AI too).
  • Option to make custom VBIED to any vehicle.
  • Options to name and save/delete custom positions.
  • Addon options for VBIEDs.
  • Zeus module - Add VBIED (including custom positions).
  • Zeus module - Activate VBIED.
  • Zeus module - Explode VBIED.
  • New IED type: Bucket.
  • Few addon options for bucket IED.
  • New feature: Bury IED.
  • Adjustable bury IED option (found in object attributes).
  • Zeus module, Bury IED (including rotation).
  • Dig up-interaction for buried IEDs.
  • Requirement option for entrenching tool to dig up IEDs (found in addon options).
  • Adjustable digging time for EODs/Explosive Specialists (found in addon options).
  • Adjustable digging time for other units (found in addon options).
  • Option to automatically add entrenching tool to players (found in addon options).

How to use?
Open editor
Place down some IEDD Notebooks IED
Open attributes
Change options as desired
Enjoy!
OR
Open editor
Place down IED Area-module
Open attributes
Change options as desired
Enjoy!
OR
Make scenario
Start playing
Open Zeus
Place down IED-module
Change options as desired
Enjoy!
OR
All those together
Enjoy!

DISCORD:
IEDD Notebook Discord[discord.com]

GITHUB:
IEDD Notebook GitHub[github.com]

ONLINE NOTEBOOK:
Online IEDD Notebook[docs.google.com]

CREDITS:
Antihilator, wire models and textures.
prisoner, sleepless nights of scripting.
Jonipetteri, fuel for the project.
JukS, testing, love and troubleshooting.
Lape, testing, love and support.
Bele, GitHub fixes, Hemtt stuff and improving the mod.
Father Zorn, also improving the mod.
Ghost_Shadow935, online notebook.
Popular Discussions View All (4)
29
Oct 14, 2025 @ 9:00am
Bug report
Jonipetteri
17
Mar 14 @ 9:45pm
Mod ideas/suggestions
Jonipetteri
3
Jan 12, 2025 @ 5:17am
BUG REPORT
TheSpartan
174 Comments
May 19 @ 2:24am 
This comment is awaiting analysis by our automated content check system. It will be temporarily hidden until we verify that it does not contain harmful content (e.g. links to websites that attempt to steal information).
Jonipetteri  [author]
Mar 27 @ 12:17am 
Hi @sgt.bean!

Unfortunately I have to say, no. Whole mod is built ”just for players”. I bet you can write somekind of script for that…
Mar 26 @ 11:42pm 
Hey i was wondering if there would be a option in the future that lets AI units active IEDs.
Jonipetteri  [author]
Mar 1 @ 10:07pm 
@ConcreteMuncher104

Thank you, mate.
Mar 1 @ 5:35pm 
This is awesome the vbieds are cool
Jonipetteri  [author]
Jan 30 @ 12:47pm 
@kubalibre

Hello! I’m not sure what you mean by that… I suggest you to join our Discord for more in-depth information.
Jan 30 @ 12:42pm 
Hello, I wanted to ask if it’s possible to modify the fact that the IED explodes once defused, as we would like to implement it in a Spanish MILSIM server, and we’re not entirely convinced by this feature. Thank you very much for your time and for doing such great work with the mod
Jonipetteri  [author]
Nov 17, 2025 @ 10:37am 
@guyan

No problem. Glad you solved it.
Nov 17, 2025 @ 6:00am 
@Jonipetteri

I diagnosed myself with a skill issue. Sorry.
Jonipetteri  [author]
Nov 15, 2025 @ 12:14pm 
@guyan

I’m not sure what you mean… But try to lower your amount of IEDs. Acceptable amount of IEDs depends of size of your IED area (module).