Just to clarify, you are able to change the types of units that set off or disarm IEDs (only in the script though, not the initialization).
For example, to have a West soldier set off instead of disable the IED, change this particular section to:
// Edit the targeted vehicles to include only the class types that you included in your mission (for better performance)
_targ = switch (_side) do {
case west: {
["Car","Tank","SoldierWB"]
};
case east: {
["Car","Tank","SoldierEB"]
};
default {
["Car","Tank","CAManBase"]
};
};
// The class types able to disarm the IEDs
_eod = switch (_side) do {
case west: {
[]
};
case east: {
[]
};
default {
[]
};
};
The vehicle you set to detect (and optionally detonate) will still work if you pass it in the initialization.