OR, you can do it the easy and flexible way
Using my script below, you can put anything you want on the ground to act as an IED (ANY object/vehicle/whatever) - and NAME it (let's say BOMB1)
Then, make a trigger, with any conditions you want, anywhere. Like maybe present OVER the bomb itself, or maybe flying into a zone you want tons of them to go off for effect.. whatever... but make a trigger.
In the activation, put this: [BOMB1,"Sh_122_HE",1] exec "explos.sqs"
What that does, is hits BOMB1 with munition Sh_122_HE (nice heavy hit) from a height of "1". If you change height to say, 40, you can literally watch it drop from sky like a bombing.
I use this creative script to "fake" bombing runs, by having these bombs come from a large height to hit on the INVISIBLE H object - makes a neat effect.
; ***************************************
;Explosion Script by GuiltyRoachKillar
; Updated by ]KAW[ Rooster aka SATEXAS69
;******************************************
;
;To use make a trigger:
;Activation: [nameofobject,"ammotype",height] exec "explos.sqs"
;
;Example: [target1,"Sh_122_HE",15] exec "explos.sqs"
;
; ***************************************
; This is great for making stuff explode using triggers and such...
;
; OR -
;
; You can simulate a huge bombing run like I have, by making a bunch of "H" objects
; using the INVISIBLE ones, and naming them "target1"... "target2"... and then having
; a plane fly over them setting off the above in a trigger... I stack multiple in a
; single Activation line varying the height for tons of fun in my mission
; called "FORT ROOSTER"
;
; ***************************************
;Get the array parameters and define _pos...
_unit = _this select 0
_ammo = _this select 1
_height = _this select 2
_pos = getpos _unit
;set _pos height according to what's in the array
_x = _pos Select 0
_y = _pos Select 1
_z = ( _pos Select 2) + _height
_pos = [_x, _y, _z]
#b
bomb= _ammo createvehicle _pos
bomb2= _ammo createvehicle _pos
exit