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Add fnc_connectExplosive to add editor explosives to unit triggers
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@ -341,8 +341,18 @@ class CfgVehicles {
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// Editor placed mines
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class MineBase;
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class SatchelCharge_F: MineBase {
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GVAR(magazine) = "SatchelCharge_Remote_Mag";
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};
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class DemoCharge_F: MineBase {
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GVAR(magazine) = "DemoCharge_Remote_Mag";
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};
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class Claymore_F: MineBase {
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GVAR(magazine) = "ClaymoreDirectionalMine_Remote_Mag";
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};
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class SLAMDirectionalMine: MineBase {
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displayName = CSTRING(Module_SLAMSideAttack_DisplayName);
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GVAR(magazine) = "SLAMDirectionalMine_Wire_Mag";
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};
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class ACE_SLAMBottomMine: SLAMDirectionalMine {
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author = ECSTRING(common,aceteam);
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@ -350,28 +360,41 @@ class CfgVehicles {
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displayName = CSTRING(Module_SLAMBottomAttack_DisplayName);
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// TODO: Find a way to place the mine laying down instead of standing up
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};
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class IEDUrbanBig_F;
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class IEDUrbanBig_F: MineBase {
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GVAR(magazine) = "IEDUrbanBig_Remote_Mag";
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};
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class ACE_IEDUrbanBig_Range: IEDUrbanBig_F {
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author = ECSTRING(common,aceteam);
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ammo = "ACE_IEDUrbanBig_Range_Ammo";
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GVAR(magazine) = "IEDUrbanBig_Remote_Mag";
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displayName = CSTRING(Module_IEDUrbanBig_Range_DisplayName);
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};
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class IEDLandBig_F;
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class IEDLandBig_F: MineBase {
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GVAR(magazine) = "IEDLandBig_Remote_Mag";
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};
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class ACE_IEDLandBig_Range: IEDLandBig_F {
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author = ECSTRING(common,aceteam);
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ammo = "ACE_IEDLandBig_Range_Ammo";
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GVAR(magazine) = "IEDLandBig_Remote_Mag";
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displayName = CSTRING(Module_IEDLandBig_Range_DisplayName);
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};
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class IEDUrbanSmall_F;
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class IEDUrbanSmall_F: MineBase {
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GVAR(magazine) = "IEDUrbanSmall_Remote_Mag";
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};
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class ACE_IEDUrbanSmall_Range: IEDUrbanSmall_F {
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author = ECSTRING(common,aceteam);
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ammo = "ACE_IEDUrbanSmall_Range_Ammo";
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GVAR(magazine) = "IEDUrbanSmall_Remote_Mag";
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displayName = CSTRING(Module_IEDUrbanSmall_Range_DisplayName);
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};
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class IEDLandSmall_F;
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class IEDLandSmall_F: MineBase {
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GVAR(magazine) = "IEDLandSmall_Remote_Mag";
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};
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class ACE_IEDLandSmall_Range: IEDLandSmall_F {
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author = ECSTRING(common,aceteam);
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ammo = "ACE_IEDLandSmall_Range_Ammo";
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GVAR(magazine) = "IEDLandSmall_Remote_Mag";
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displayName = CSTRING(Module_IEDLandSmall_Range_DisplayName);
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};
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@ -15,6 +15,7 @@ class CfgWeapons {
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model = QUOTE(PATHTOF(data\ace_m57.p3d));
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ACE_Range = 250;
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ACE_Detonator = 1;
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GVAR(triggerType) = "Command";
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class ItemInfo: ACE_ExplosiveItem {
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mass = 3;
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@ -25,6 +26,7 @@ class CfgWeapons {
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displayName = CSTRING(M26_displayName);
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picture = PATHTOF(Data\UI\MK26_Transmitter_ca.paa);
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ACE_Range = 5000;
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GVAR(triggerType) = "MK16_Transmitter";
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};
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class ACE_DefusalKit: ACE_ItemCore {
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scope = 2;
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@ -46,6 +48,7 @@ class CfgWeapons {
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model = "\A3\weapons_F\ammo\mag_univ.p3d";
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ACE_Range = 100;
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ACE_Detonator = 1;
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GVAR(triggerType) = "DeadManSwitch";
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class ItemInfo: ACE_ExplosiveItem {
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mass = 2;
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@ -60,6 +63,7 @@ class CfgWeapons {
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model = "\A3\weapons_F\ammo\mag_univ.p3d";
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ACE_Range = 15000;
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ACE_Detonator = 1;
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GVAR(triggerType) = "Cellphone";
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class ItemInfo: ACE_ExplosiveItem {
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mass = 2;
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27
addons/explosives/functions/fnc_connectExplosive.sqf
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27
addons/explosives/functions/fnc_connectExplosive.sqf
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@ -0,0 +1,27 @@
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/*
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* Author: VKing
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* Add preplaced explosives to a unit's detonator.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Explosive object <OBJECT>
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* 2: Detonator type <STRING>
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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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* [player, claymore1, "ACE_Clacker"] call ace_explosives_fnc_connectExplosive
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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 ["_unit", "_object", "_detonator"];
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TRACE_3("Params",_unit,_object,_detonator);
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private _detonatorConfig = getText (configFile >> "CfgWeapons" >> _detonator >> QGVAR(triggerType));
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private _magazineClass = getText (configFile >> "CfgVehicles" >> typeOf _object >> QGVAR(magazine));
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[_unit, _object, _magazineClass, [configFile >> "ACE_Triggers" >> _detonatorConfig]] call FUNC(addClacker);
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