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125 lines
4.1 KiB
Markdown
125 lines
4.1 KiB
Markdown
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---
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layout: wiki
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title: Explosives Framework
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description: Explains how to set-up custom explosives with the ACE3 explosives system.
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group: framework
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order: 5
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parent: wiki
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---
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<div class="panel callout">
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<h5>Note:</h5>
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<p>This is just the necessary to make explosives using the framework, this is not a guide to make your own explosives.</p>
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</div>
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## 1. Explosives
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### 1.1 Setting the magazine
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```cpp
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class CfgMagazines {
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class CA_Magazine;
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class banana_satchel_remote_mag: CA_Magazine {
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ACE_Placeable = 1; // Can be placed
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useAction = 0; // Disable the vanilla interaction
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ACE_SetupObject = "banana_satchel_place"; // The object placed before the explosive is armed
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class ACE_Triggers { // Trigger configurations
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SupportedTriggers[] = {"Timer", "Command", "MK16_Transmitter", "DeadmanSwitch"}; // Triggers that can be used
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class Timer {
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FuseTime = 0.5; // Time for the fuse to burn
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};
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class Command {
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FuseTime = 0.5;
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};
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class MK16_Transmitter: Command {};
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class DeadmanSwitch: Command {};
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};
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};
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};
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```
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### 1.2 Setting the ammo
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```cpp
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class CfgAmmo {
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class PipeBombBase;
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class SatchelCharge_Remote_Ammo: PipeBombBase {
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soundActivation[] = {"", 0, 0, 0}; // No sound on activation
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soundDeactivation[] = {"", 0, 0, 0}; // No sound on deactivation
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triggerWhenDestroyed = 1; // (Optional) Explode when the object is shot and destroyed (after being placed) (0-disabled, 1-enabled).
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ACE_explodeOnDefuse = 0.02; // (Optional) Add a chance for the explosive to detonate after being disarmed (in percent)
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ACE_explosives_defuseObjectPosition[] = {-1.415, 0, 0.12}; // (Optional) The position relative to the model where the defuse helper object will be attached and thus the interaction point will be rendered
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};
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};
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```
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### 1.3 Adding the place item
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```cpp
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class CfgVehicles {
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class ACE_Explosives_Place;
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class banana_satchel_place: ACE_Explosives_Place {
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displayName = "Banana satchel"; // Name of the item
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model = ""; // Path to your model
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ACE_offset[] = {0, 0, 0}; // Offset of the interaction point from the model in meters on the X,Y,Z axis. Try setting this to the place where it makes most sense (e.g. to buttons/switches/pins)
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};
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};
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```
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## 2. Mines
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### 2.1 Setting the magazine
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_Pretty much the same as Explosives except that we inherit from_ `ATMine_Range_Mag` _instead of_ `CA_Magazine`.
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```cpp
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class CfgMagazines {
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class ATMine_Range_Mag;
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class BananaMine_Range_Mag: ATMine_Range_Mag {
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ACE_SetupObject = "BananaMine_Place"; // The object placed before the mine is armed
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class ACE_Triggers { // Triggers
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SupportedTriggers[] = {"PressurePlate"}; // This mine only support pressure plate activation
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class PressurePlate {
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digDistance = 0.05;
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};
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};
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};
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};
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```
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### 2.2 Setting up the Ammo
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The class you inherit from depends of what type of trigger you are using, for `PressurePlate` and `Tripwire` you can skip this step, for timers and clackers refer to the Explosives entry.
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Directional mines inherit from `DirectionalBombBase`.
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## 3. Adding your own detonators
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```cpp
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class CfgWeapons {
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class ACE_ItemCore; // ACE3 base item class
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class ACE_Clacker; // Clacker base class
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class banana_clacker: ACE_Clacker {
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displayName = "banana clacker"; // Name of the item
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picture = ""; // Path to the item's picture
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ACE_Range = 9000; // Explosives activation range in meters
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};
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};
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```
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## 4. Trigger list
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Name | Use
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---- | -----
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`Command` | Explode when activated via clacker.
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`MK16_Transmitter` | Explode when activated via M26 clacker.
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`DeadManSwitch` | Explode after activated via the switch or the person dies.
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`Cellphone` | Explode when the number is called.
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`PressurePlate` | Explode upon being stepped upon.
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`IRSensor` | Explode after movement is detected in front of the mine.
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`Timer` | Explode after timer drop to 0.
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`Tripwire` | Explode when something touch the tripwire.
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