ACE provides a simple interface for creating incendiary, flare and flashbang grenades, as well as specifying their properties. For flashbangs, it is important that one sets `timeToLive` to be greater than the total possible time until the last explosion, i.e, `ace_grenades_flashbangBangs * ace_grenades_flashbangInterval + ace_grenades_flashbangIntervalMaxDeviation`. Any explosions that occur after the `timeToLive` has expired will occur at `(0,0)`.
There are several config entries specific to ACE flashbangs. All successive values can be left undefined and they will be given the defaults shown in the first example below, with the exception of `ace_grenades_flashbang`, which is equal to `0` if left undefined.
```cpp
class CfgAmmo {
class MyDefaultFlashbang {
ace_grenades_flashbang = 1; // A flashbang
ace_grenades_flashbangBangs = 1; // with one bang
ace_grenades_flashbangInterval = 0.5; // 0.5 seconds between each subsequent bang
ace_grenades_flashbangIntervalMaxDeviation = 0.1; // Deviation of up to ± 0.1 seconds on each fuse
};
class ACE_G_M84 {
explosionTime = 2.3; // Seconds until the initial explosion
timeToLive = 6; // Seconds until the projectile is removed
ace_grenades_flashbang = 1; // A normal flashbang
};
class ACE_G_CTS9 {
explosionTime = 1.5;
timeToLive = 10;
ace_grenades_flashbang = 1;
ace_grenades_flashbangBangs = 9; // 9 bangs
ace_grenades_flashbangInterval = 0.5; // 0.5 seconds between each subsequent bang
ace_grenades_flashbangIntervalMaxDeviation = "0.1 * sqrt (12*4) / 2"; // Standard deviation of 0.1 seconds on each fuse
};
class 16aa_Ammo_6Bang { // British Armed Forces L107A1
explosionTime = 1;
timeToLive = 5;
ace_grenades_flashbang = 1;
ace_grenades_flashbangBangs = 6; // 6 bangs
ace_grenades_flashbangInterval = 0.25; // 0.25 seconds between each subsequent bang
ace_grenades_flashbangIntervalMaxDeviation = 0.05; // Deviation of up to ± 0.05 seconds on each fuse
If set to zero or left undefined, the grenade is not treated as a flashbang. If it is set to 1, the grenade will be treated as a flashbang with the associated effects.
The sounds that can be used when the flashbang detonates. It randomly selects an entry from this array (equal chances, there are no weights involved).
If not defined, `[format ["A3\Sounds_F\arsenal\explosives\grenades\Explosion_HE_grenade_0%1.wss", floor (random 4) + 1], 5, 1.2, 400]` is used as a default instead (4 sounds total).
If set to zero or left undefined, the grenade is not treated as an incendiary. If it is set to 1, the grenade will be treated as an incendiary with the associated effects.
If set to zero or left undefined, the grenade is not treated as a flare. If it is set to 1, the grenade will be treated as a flare with the associated effects.
#### 2.3.1 ace_grenades_color
Sets the color of the emitted light. The first 3 values of the array of the color, the last is the light intensity.