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Merge pull request #3146 from acemod/Explosives_DetonateTrigger
Function to detonate explosives via script
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commit
33479ffcae
@ -53,6 +53,7 @@ PREP(openTimerSetUI);
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PREP(placeExplosive);
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PREP(removeFromSpeedDial);
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PREP(scriptedExplosive);
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PREP(selectTrigger);
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PREP(setupExplosive);
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PREP(setPosition);
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27
addons/explosives/functions/fnc_scriptedExplosive.sqf
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27
addons/explosives/functions/fnc_scriptedExplosive.sqf
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@ -0,0 +1,27 @@
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/*
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* Author: VKing
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* Detonate explosives via script, for use in triggers or mission scripts to
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* detonate editor-placed explosives.
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*
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* Arguments:
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* 0: Explosives objects to detonate <ARRAY>
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* 1: Fuze delay (for each explosive; use negative number for random time up to value) <NUMBER> <OPTIONAL>
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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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* [[charge1, charge2, charge3], -1] call ACE_Explosives_fnc_scriptedExplosive;
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* [[claymore1, claymore2]] call ACE_Explosives_fnc_scriptedExplosive;
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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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params ["_explosiveArr",["_fuzeTime",0]];
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private _detTime;
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{
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_detTime = if (_fuzeTime < 0) then {random abs _fuzeTime} else {_fuzeTime};
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[objNull, -1, [_x, _detTime]] call FUNC(detonateExplosive);
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} forEach _explosiveArr;
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