ACE3/addons/explosives/functions/fnc_scriptedExplosive.sqf

32 lines
1009 B
Plaintext
Raw Normal View History

2016-01-11 22:36:34 +00:00
/*
* Author: VKing
* Detonate explosives via script, for use in triggers or mission scripts to
* detonate editor-placed explosives.
*
* Arguments:
* 0: Explosives objects to detonate <OBJECT or ARRAY>
2016-01-11 22:36:34 +00:00
* 1: Fuze delay (for each explosive; use negative number for random time up to value) <NUMBER> <OPTIONAL>
* 2: Trigger Item Classname <STRING><OPTIONAL>
2016-01-11 22:36:34 +00:00
*
* Return Value:
* None
*
* Example:
2016-01-11 22:41:33 +00:00
* [[charge1, charge2, charge3], -1] call ACE_Explosives_fnc_scriptedExplosive;
* [[claymore1, claymore2]] call ACE_Explosives_fnc_scriptedExplosive;
2016-01-11 22:36:34 +00:00
*
* Public: Yes
*/
#include "script_component.hpp"
params [["_explosiveArr", [], [[], objNull]], ["_fuzeTime", 0, [0]], ["_triggerClassname", "#scripted", [""]]];
if (_explosiveArr isEqualType objNull) then {
_explosiveArr = [_explosiveArr];
};
2016-01-11 22:36:34 +00:00
{
private _detTime = if (_fuzeTime < 0) then {random abs _fuzeTime} else {_fuzeTime};
[objNull, -1, [_x, _detTime], _triggerClassname] call FUNC(detonateExplosive);
2016-01-11 22:36:34 +00:00
} forEach _explosiveArr;