From eacca05fdab15efff38df33a424050e909cae82a Mon Sep 17 00:00:00 2001 From: BaerMitUmlaut Date: Sat, 26 Aug 2017 18:37:31 +0200 Subject: [PATCH] Fix GVARs in explosives wiki (#5416) * Fixed GVARs in explosives wiki * Standardize double spaced comments --- docs/wiki/framework/explosives-framework.md | 16 +++++++++------- 1 file changed, 9 insertions(+), 7 deletions(-) diff --git a/docs/wiki/framework/explosives-framework.md b/docs/wiki/framework/explosives-framework.md index 9c9c6513d6..bd6779b68e 100644 --- a/docs/wiki/framework/explosives-framework.md +++ b/docs/wiki/framework/explosives-framework.md @@ -25,9 +25,10 @@ version: class CfgMagazines { class CA_Magazine; class banana_satchel_remote_mag: CA_Magazine { - ACE_Placeable = 1; // Can be placed + ACE_Explosives_Placeable = 1; // Can be placed useAction = 0; // Disable the vanilla interaction - ACE_SetupObject = "banana_satchel_place"; // The object placed before the explosive is armed + ACE_Explosives_SetupObject = "banana_satchel_place"; // The object placed before the explosive is armed + ACE_Explosives_DelayTime = 1.5; // Seconds between trigger activation and explosion class ACE_Triggers { // Trigger configurations SupportedTriggers[] = {"Timer", "Command", "MK16_Transmitter", "DeadmanSwitch"}; // Triggers that can be used class Timer { @@ -53,8 +54,8 @@ class CfgAmmo { soundDeactivation[] = {"", 0, 0, 0}; // No sound on deactivation triggerWhenDestroyed = 1; // (Optional) Explode when the object is shot and destroyed (after being placed) (0-disabled, 1-enabled). ACE_explodeOnDefuse = 0.02; // (Optional) Add a chance for the explosive to detonate after being disarmed (in percent) - 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 - ACE_explosives_size = 0; // (Optional) Setting to 1 will use a defusal action with a larger radius (useful for large mines or mines with a wide pressure plane trigger area) + 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 + ACE_explosives_size = 0; // (Optional) Setting to 1 will use a defusal action with a larger radius (useful for large mines or mines with a wide pressure plane trigger area) }; }; ``` @@ -83,7 +84,7 @@ _Pretty much the same as Explosives except that we inherit from_ `ATMine_Range_M class CfgMagazines { class ATMine_Range_Mag; class BananaMine_Range_Mag: ATMine_Range_Mag { - ACE_SetupObject = "BananaMine_Place"; // The object placed before the mine is armed + ACE_Explosives_SetupObject = "BananaMine_Place"; // The object placed before the mine is armed class ACE_Triggers { // Triggers SupportedTriggers[] = {"PressurePlate"}; // This mine only support pressure plate activation class PressurePlate { @@ -110,7 +111,8 @@ class CfgWeapons { class banana_clacker: ACE_Clacker { displayName = "banana clacker"; // Name of the item picture = ""; // Path to the item's picture - ACE_Range = 9000; // Explosives activation range in meters + ACE_Explosives_Range = 9000; // Explosives activation range in meters + ACE_Explosives_triggerType = "Command"; // Trigger type, see below }; }; ``` @@ -191,7 +193,7 @@ Jammer that blocks RF triggers: ```cpp [{ params ["_unit", "_range", "_explosive", "_fuzeTime", "_triggerItem"]; - if (_triggerItem == "ace_cellphone") exitWith { systemChat "Blocking Cell Phone"; false }; // always block cell phones + if (_triggerItem == "ace_cellphone") exitWith { systemChat "Blocking Cell Phone"; false }; // always block cell phones if (_triggerItem == "ace_m26_clacker") exitWith { _range = _range / 1000; private _actualRange = _unit distance _explosive;