Merge pull request #3146 from acemod/Explosives_DetonateTrigger

Function to detonate explosives via script
This commit is contained in:
Thomas Kooi 2016-01-19 09:38:43 +01:00
commit 33479ffcae
2 changed files with 28 additions and 0 deletions

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@ -53,6 +53,7 @@ PREP(openTimerSetUI);
PREP(placeExplosive);
PREP(removeFromSpeedDial);
PREP(scriptedExplosive);
PREP(selectTrigger);
PREP(setupExplosive);
PREP(setPosition);

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@ -0,0 +1,27 @@
/*
* Author: VKing
* Detonate explosives via script, for use in triggers or mission scripts to
* detonate editor-placed explosives.
*
* Arguments:
* 0: Explosives objects to detonate <ARRAY>
* 1: Fuze delay (for each explosive; use negative number for random time up to value) <NUMBER> <OPTIONAL>
*
* Return Value:
* None
*
* Example:
* [[charge1, charge2, charge3], -1] call ACE_Explosives_fnc_scriptedExplosive;
* [[claymore1, claymore2]] call ACE_Explosives_fnc_scriptedExplosive;
*
* Public: Yes
*/
#include "script_component.hpp"
params ["_explosiveArr",["_fuzeTime",0]];
private _detTime;
{
_detTime = if (_fuzeTime < 0) then {random abs _fuzeTime} else {_fuzeTime};
[objNull, -1, [_x, _detTime]] call FUNC(detonateExplosive);
} forEach _explosiveArr;