Out of memory (correct me if im wrong):
1. Camcreated satchels cannot be disarmed or detinated
2. @ isnull bomb will detect when its disarmed, but it will ALSO fire if the satchel is detinated.
3. To get around these, have a unit place the satchel charge first, then move it into your position, then have a timer or whatever, in your trigger/script that detinates the satchel, use a variable (ex. SatchelFired=true), and then use the @Isnull bomb to detect if the bomb is "gone" (disarmed or fired), then add another variable (ex. SatchelIsnull=true), then, using the time differences between these to variables, decide weather or not SatchelIsnull occured before SatchelFired, if they happened at the same time, then the bomb was not disarmed (ex. right before the detination command; ? SatchelIsnull : SatchelDisarmed=true) actualy you could do it an easier way (wow I should have done this from the start)
_unit = _this select 0
; unit is a person with a satchel charge
_unit fire ["pipebomb","put","put"]
; please correct the above line if its wrong
_bomb = nearestobject [_unit,"PIPEBOMB"]
_bomb setpos [x,y,z]
#loop
? Isnull _bomb : goto "disarmed"
? DetinateSatchel : goto "boom"
; detinatesatchel is a variable to tell when to detinate
goto "loop"
#disarmed
hint "Good job, you disarmed the bomb"
exit
#boom
_unit action ["TOUCHOFF"]
exit