2016-01-11 22:36:34 +00:00
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/*
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* Author: VKing
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2017-09-22 15:33:08 +00:00
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* Detonate explosives via script, for use in triggers or mission scripts to detonate editor-placed explosives.
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2016-01-11 22:36:34 +00:00
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*
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* Arguments:
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2016-03-29 11:21:13 +00:00
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* 0: Explosives objects to detonate <OBJECT or ARRAY>
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2017-09-22 15:33:08 +00:00
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* 1: Fuze delay (for each explosive; use negative number for random time up to value) <NUMBER> (default: 0)
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* 2: Trigger Item Classname <STRING> (default: "#scripted")
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2016-01-11 22:36:34 +00:00
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*
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* Return Value:
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* None
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*
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* Example:
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2017-09-22 15:33:08 +00:00
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* [[charge1, charge2, charge3], -1] call ace_explosives_fnc_scriptedExplosive
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* [[claymore1, claymore2]] call ace_explosives_fnc_scriptedExplosive
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2016-01-11 22:36:34 +00:00
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*
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* Public: Yes
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*/
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#include "script_component.hpp"
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2017-05-10 16:28:44 +00:00
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params [["_explosiveArr", [], [[], objNull]], ["_fuzeTime", 0, [0]], ["_triggerClassname", "#scripted", [""]]];
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2016-03-29 11:21:13 +00:00
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if (_explosiveArr isEqualType objNull) then {
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_explosiveArr = [_explosiveArr];
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};
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2016-01-11 22:36:34 +00:00
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{
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2016-03-29 11:21:13 +00:00
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private _detTime = if (_fuzeTime < 0) then {random abs _fuzeTime} else {_fuzeTime};
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2017-05-10 16:28:44 +00:00
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[objNull, -1, [_x, _detTime], _triggerClassname] call FUNC(detonateExplosive);
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2016-01-11 22:36:34 +00:00
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} forEach _explosiveArr;
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