Fixed the headers of the explosives system to be the correct style.

This commit is contained in:
Garth L-H de Wet
2015-02-01 20:38:15 +02:00
parent 58a71e6a66
commit eafc9e659c
27 changed files with 443 additions and 448 deletions

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@ -1,20 +1,19 @@
/* /*
Name: XEH_postInit.sqf * XEH_postInit.sqf
*
Author(s): * Author: Garth 'L-H' de Wet
Garth de Wet (LH) * Initialises the player object for the explosive system.
*
Description: * Arguments:
Initialises explosive behaviour. * None
*
Parameters: * Return Value:
None * None
*
Returns: * Example:
None * None
*
Example: * Public: No
None
*/ */
#include "script_component.hpp" #include "script_component.hpp"
if !(hasInterface) exitWith {}; if !(hasInterface) exitWith {};

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@ -1,20 +1,19 @@
/* /*
Name: XEH_preInit.sqf * XEH_preInit.sqf
*
Author(s): * Author: Garth 'L-H' de Wet
Garth de Wet (LH) * Initialises the explosives system
*
Description: * Arguments:
Prepares the functions * None
*
Parameters: * Return Value:
None * None
*
Returns: * Example:
None * None
*
Example: * Public: No
None
*/ */
#include "script_component.hpp" #include "script_component.hpp"

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@ -1,23 +1,22 @@
/* /*
Name: ACE_Explosives_fnc_addClacker * fnc_addClacker.sqf
*
Author(s): * Author: Garth 'L-H' de Wet
Garth de Wet (LH) * Adds an explosive as a clacker item to the passed unit if the unit has the required item.
*
Description: * Arguments:
Adds an explosive as a clacker item to the passed unit if the unit has a ACE_Clacker item. * 0: Unit <OBJECT>
* 1: Explosive <OBJECT>
Parameters: * 2: Magazine classname <STRING>
0: OBJECT - unit * 3: Extra variables <ARRAY>
1: OBJECT - Explosive *
2: STRING - Magazine * Return Value:
3: ARRAY - Extra vars * None
*
Returns: * Example:
Nothing * [player, _explosive, "SatchelCharge_Remote_Mag", [ConfigFile >> "CfgACE_Triggers" >> "Command"]] call ACE_Explosives_fnc_addClacker;
*
Example: * Public: Yes
[_unit, _explosive, "SatchelCharge_Remote_Mag", [ConfigFile >> "CfgACE_Triggers" >> "Command"]] call ACE_Explosives_fnc_AddClacker;
*/ */
#include "script_component.hpp" #include "script_component.hpp"
private ["_unit", "_explosive", "_clacker", "_config", "_magazineClass", "_requiredItems", "_hasRequired"]; private ["_unit", "_explosive", "_clacker", "_config", "_magazineClass", "_requiredItems", "_hasRequired"];

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@ -1,19 +1,19 @@
/* /*
Name: ACE_Explosives_fnc_canDefuse * fnc_canDefuse.sqf
*
Author: Garth de Wet (LH) * Author: Garth 'L-H' de Wet
* Whether a unit can perform the defuse action
Description: *
Checks if a unit can defuse an explosive * Arguments:
* 0: Unit <OBJECT>
Parameters: *
0: OBJECT - unit * Return Value:
* Able to defuse <BOOL>
Returns: *
Nothing * Example:
* if ([player] call ACE_Explosives_fnc_canDefuse) then {hint "Can Defuse";};
Example: *
[player] call ACE_Explosives_fnc_CanDefuse; * Public: Yes
*/ */
#include "script_component.hpp" #include "script_component.hpp"
private "_unit"; private "_unit";
@ -24,7 +24,7 @@ _isSpecialist = [_unit] call EFUNC(Common,isEOD);
if (GVAR(RequireSpecialist) && {!_isSpecialist}) exitWith {false}; if (GVAR(RequireSpecialist) && {!_isSpecialist}) exitWith {false};
_timeBombCore = nearestObject [_unit, "TimeBombCore"]; _timeBombCore = nearestObject [_unit, "TimeBombCore"];
_mineBase = nearestObject [_unit, "MineBase"]; _mineBase = nearestObject [_unit, "MineBase"];
_distCore = _unit distance _timeBombCore; _distCore = _unit distance _timeBombCore;
_distBase = _unit distance _mineBase; _distBase = _unit distance _mineBase;

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@ -1,19 +1,19 @@
/* /*
Name: ACE_Explosives_fnc_canDetonate * fnc_canDetonate.sqf
*
Author: Garth de Wet (LH) * Author: Garth 'L-H' de Wet
* Whether the unit is able to detonate explosives
Description: *
Checks if a unit can detonate an explosive * Arguments:
* 0: Unit <OBJECT>
Parameters: *
0: OBJECT - unit * Return Value:
* Able to detonate <BOOL>
Returns: *
BOOLEAN - if the unit has explosives and detonators. * Example:
* if ([player] call ACE_Explosives_fnc_canDetonate) then { hint "Can Detonate"; };
Example: *
[player] call ACE_Explosives_fnc_canDetonate; * Public: Yes
*/ */
#include "script_component.hpp" #include "script_component.hpp"
private "_unit"; private "_unit";

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@ -1,20 +1,20 @@
/* /*
Name: ACE_Explosives_fnc_defuseExplosive * fnc_defuseExplosive.sqf
*
Author: Garth de Wet (LH) * Author: Garth 'L-H' de Wet
* Causes the unit to defuse the passed explosive.
Description: *
Defuses an Explosive * Arguments:
* 0: Unit <OBJECT>
Parameters: * 1: Explosive <OBJECT>
0: OBJECT - unit *
1: OBJECT - Explosive * Return Value:
* None
Returns: *
Nothing * Example:
* [player, ACE_Interaction_Target] call ACE_Explosives_fnc_defuseExplosive;
Example: *
[player, ACE_Interaction_Target] call ACE_Explosives_fnc_defuseExplosive; * Public: Yes
*/ */
#include "script_component.hpp" #include "script_component.hpp"
private ["_unit", "_explosive"]; private ["_unit", "_explosive"];

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@ -1,25 +1,24 @@
/* /*
Name: ACE_Explosives_fnc_detonateExplosive * fnc_detonateExplosive.sqf
*
Author(s): * Author: Garth 'L-H' de Wet
Garth de Wet (LH) * Causes the unit to defuse the passed explosive.
*
Description: * Arguments:
Detonates a remote Explosive. * 0: Unit <OBJECT>
* 1: Max range (-1 to ignore) <NUMBER>
Parameters: * 2: Explosive <ARRAY>
0: OBJECT - Unit detonating explosive * 0: Explosive <OBJECT>
1: NUMBER - Max range (-1 to ignore) * 1: Fuse time <NUMBER>
2: ARRAY - Explosive *
0: OBJECT - Explosive * Return Value:
1: NUMBER - Fuse Time * None
*
Returns: * Example:
Nothing * [player, 100, [Explosive, 1]] call ACE_Explosives_fnc_detonateExplosive; // has to be within range
* [player, -1, [Explosive, 1]] call ACE_Explosives_fnc_detonateExplosive; // range ignored.
Example: *
// Clacker * Public: Yes
[player, 100, [Explosive, 1]] call ACE_Explosives_fnc_detonateExplosive;
*/ */
#include "script_component.hpp" #include "script_component.hpp"
private ["_item","_result", "_ignoreRange", "_unit", "_range"]; private ["_item","_result", "_ignoreRange", "_unit", "_range"];
@ -44,8 +43,11 @@ if (getNumber (ConfigFile >> "CfgAmmo" >> typeof (_item select 0) >> "TriggerWhe
_exp setPosASL _pos; _exp setPosASL _pos;
}; };
}; };
_item spawn { [{
sleep (_this select 1); _explosive = _this;
(_this select 0) setDamage 1; if (!isNull _explosive) then {
}; _explosive setDamage 1;
};
}, _item select 0, _item select 1, 0] call EFUNC(common,waitAndExecute);
_result _result

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@ -1,20 +1,19 @@
/* /*
Name: ACE_Explosives_fnc_getDetonators * fnc_getDetonators.sqf
*
Author(s): * Author: Garth 'L-H' de Wet
Garth de Wet (LH) * Returns all the detonators of the unit
*
Description: * Arguments:
Gets all the detonators of a specific unit * 0: Unit <OBJECT>
*
Parameters: * Return Value:
0: OBJECT - Unit to get detonators of * Configs of all detonators <ARRAY>
*
Returns: * Example:
ARRAY - Configs of all detonators. * _detonators = [player] call ACE_Explosives_fnc_getDetonators;
*
Example: * Public: Yes
_detonators = [player] call ACE_Explosives_fnc_getDetonators;
*/ */
#include "script_component.hpp" #include "script_component.hpp"
private ["_unit", "_items", "_result", "_config"]; private ["_unit", "_items", "_result", "_config"];

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@ -1,21 +1,21 @@
/* /*
Name: ACE_Explosives_fnc_getPlacedExplosives * fnc_getPlacedExplosives.sqf
*
Author: Garth de Wet (LH) * Author: Garth 'L-H' de Wet
* Gets all placed explosives by unit, optionally filtered by specific trigger type.
Description: *
Gets all placed explosives, whether Clacker based or not. * Arguments:
* 0: Unit <OBJECT>
Parameters: * 1: Trigger classname - filter (optional) <STRING>
0: OBJECT - unit *
1: STRING - (OPTIONAL) Trigger classname for filter. * Return Value:
* Explosives <ARRAY>
Returns: *
Array: Explosives. * Example:
* _allExplosives = [player] call ACE_Explosives_fnc_getPlacedExplosives;
Example: * _deadmanExplosives = [player, "DeadManSwitch"] call ACE_Explosives_fnc_getPlacedExplosives;
_allExplosives = [player] call ACE_Explosives_fnc_getPlacedExplosives; *
_deadmanExplosives = [player, "DeadManSwitch"] call ACE_Explosives_fnc_getPlacedExplosives; * Public: Yes
*/ */
#include "script_component.hpp" #include "script_component.hpp"
private ["_unit", "_clackerList", "_adjustedList", "_list", "_filter"]; private ["_unit", "_clackerList", "_adjustedList", "_list", "_filter"];

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@ -1,20 +1,19 @@
/* /*
Name: ACE_Explosives_fnc_HandleScrollWheel * fnc_handleScrollWheel.sqf
*
Author(s): * Author: Garth 'L-H' de Wet
L-H * Handles rotating of Explosives
*
Description: * Arguments:
Handles rotating of Explosives * Amount scrolled <NUMBER>
*
Parameters: * Return Value:
Number: Scroll amount * Handled <BOOL>
*
Returns: * Example:
Boolean: Handled or not. * 1.2 call ACE_Explosives_fnc_HandleScrollWheel;
*
Example: * Public: No
1.2 call ACE_Explosives_fnc_HandleScrollWheel;
*/ */
#include "script_component.hpp" #include "script_component.hpp"
private ["_obj"]; private ["_obj"];

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@ -1,19 +1,19 @@
/* /*
Name: ACE_Explosives_fnc_hasExplosives * fnc_hasExplosives.sqf
*
Author: Garth de Wet (LH) * Author: Garth 'L-H' de Wet
* Whether the passed unit has any explosives on them.
Description: *
Whether the passed unit has any explosives on them. * Arguments:
* 0: Unit <OBJECT>
Parameters: *
0: OBJECT - unit * Return Value:
* The unit has explosives <BOOL>
Returns: *
BOOLEAN - True if the unit has explosives. * Example:
* _hasExplosives = [player] call ACE_Explosives_fnc_hasExplosives;
Example: *
_hasExplosives = [player] call ACE_Explosives_fnc_hasExplosives; * Public: Yes
*/ */
#include "script_component.hpp" #include "script_component.hpp"
private ["_unit", "_result", "_magazines"]; private ["_unit", "_result", "_magazines"];

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@ -1,19 +1,19 @@
/* /*
Name: ACE_Explosives_fnc_hasPlacedExplosives * fnc_hasPlacedExplosives.sqf
*
Author: Garth de Wet (LH) * Author: Garth 'L-H' de Wet
* Whether the passed unit has placed any explosives or has a clacker that was used when explosives were placed.
Description: *
Whether the passed unit has placed any explosives or has a clacker that was used when explosives were placed. * Arguments:
* 0: Unit <OBJECT>
Parameters: *
0: OBJECT - unit * Return Value:
* Configs of all detonators <ARRAY>
Returns: *
BOOLEAN - True if the unit has explosives. * Example:
* _hasPlacedExplosives = [player] call ACE_Explosives_fnc_hasPlacedExplosives;
Example: *
_hasPLacedExplosives = [player] call ACE_Explosives_fnc_hasPlacedExplosives; * Public: Yes
*/ */
#include "script_component.hpp" #include "script_component.hpp"
(count (_this call FUNC(getPlacedExplosives)) > 0) (count (_this call FUNC(getPlacedExplosives)) > 0)

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@ -1,19 +1,19 @@
/* /*
Name: ACE_Explosives_fnc_module * fnc_module.sqf
*
Author: Garth de Wet (LH) * Author: Garth 'L-H' de Wet
* Initialises the explosives module
Description: *
Initialises the explosives module * Arguments:
* Module things.
Parameters: *
Things * Return Value:
* None
Returns: *
Nothing * Example:
* Called By BIS.
Example: *
* Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"
if !(isServer) exitWith {}; if !(isServer) exitWith {};

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@ -1,20 +1,20 @@
/* /*
Name: ACE_Explosives_fnc_openDetonateUI * fnc_openDetonateUI.sqf
*
Author: Garth de Wet (LH) * Author: Garth 'L-H' de Wet
* Opens the UI for explosive detonation selection
Description: *
Opens the UI for explosive detonation selection * Arguments:
* 0: Unit <OBJECT>
Parameters: * 1: Trigger classname <STRING>
0: OBJECT - unit *
0: STRING - Classname of detonator * Return Value:
* None
Returns: *
Nothing * Example:
* [player, "ACE_M26_Clacker"] call ACE_Explosives_fnc_openDetonateUI;
Example: *
[player, "ACE_M26_Clacker"] call ACE_Explosives_fnc_openDetonateUI; * Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"
private ["_unit","_result", "_item"]; private ["_unit","_result", "_item"];

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@ -1,19 +1,19 @@
/* /*
Name: ACE_Explosives_fnc_openPlaceUI * fnc_openPlaceUI.sqf
*
Author: Garth de Wet (LH) * Author: Garth 'L-H' de Wet
* Opens the UI for explosive placement selection
Description: *
Opens the UI for explosive placement selection * Arguments:
* 0: Unit <OBJECT>
Parameters: *
0: OBJECT - unit * Return Value:
* None
Returns: *
Nothing * Example:
* [player] call ACE_Explosives_fnc_openPlaceUI;
Example: *
[player] call ACE_Explosives_fnc_openPlaceUI; * Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"
private ["_unit","_mags", "_item", "_index", "_actions"]; private ["_unit","_mags", "_item", "_index", "_actions"];

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@ -1,19 +1,19 @@
/* /*
Name: ACE_Explosives_fnc_openTimerSetUI * fnc_openTimerSetUI.sqf
*
Author: Garth de Wet (LH) * Author: Garth 'L-H' de Wet
* Opens the UI for timer setting of an explosive
Description: *
Opens the UI for timer setting of an explosive * Arguments:
* 0: Magazine <STRING>
Parameters: *
0: String - Magazine * Return Value:
* None
Returns: *
Nothing * Example:
* ["SatchelCharge_Remote_Mag"] call ACE_Explosives_fnc_openTimerSetUI;
Example: *
[player] call ACE_Explosives_fnc_openTimerSetUI; * Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"
private ["_mag"]; private ["_mag"];

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@ -1,19 +1,19 @@
/* /*
Name: ACE_Explosives_fnc_openTransmitterUI * fnc_openTransmitterUI.sqf
*
Author: Garth de Wet (LH) * Author: Garth 'L-H' de Wet
* Opens the UI for selecting the transmitter
Description: *
Opens the UI for selecting the transmitter * Arguments:
* 0: Unit <OBJECT>
Parameters: *
0: OBJECT - Unit * Return Value:
* Nothing
Returns: *
Nothing * Example:
* [player] call ACE_Explosives_fnc_openTransmitterUI;
Example: *
[player] call ACE_Explosives_fnc_openTransmitterUI; * Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"
private ["_items", "_unit", "_count", "_actions", "_config"]; private ["_items", "_unit", "_count", "_actions", "_config"];

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@ -1,19 +1,19 @@
/* /*
Name: ACE_Explosives_fnc_openTriggerSelectionUI * fnc_openTriggerSelectionUI.sqf
*
Author: Garth de Wet (LH) * Author: Garth 'L-H' de Wet
* Opens the UI for explosive trigger selection
Description: *
Opens the UI for explosive trigger selection * Arguments:
* 0: Explosive Magazine <STRING>
Parameters: *
0: String - explosive magazine * Return Value:
* None
Returns: *
Nothing * Example:
* [lbData [8866, lbCurSel 8866]] call ACE_Explosives_fnc_openTriggerSelectionUI;
Example: *
[lbData [8866, lbCurSel 8866]] call ACE_Explosives_fnc_openTriggerSelectionUI; * Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"
private ["_magazine", "_hasRequiredItems","_triggerTypes", "_actions", "_detonators", "_required", "_magTriggers"]; private ["_magazine", "_hasRequiredItems","_triggerTypes", "_actions", "_detonators", "_required", "_magTriggers"];

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@ -1,25 +1,26 @@
/* /*
Name: ACE_Explosives_fnc_PlaceExplosive * fnc_placeExplosive.sqf
*
Author(s): * Author: Garth 'L-H' de Wet
Garth de Wet (LH) * Places an explosive at the requested position
*
Description: * Arguments:
Places an explosive at the requested position * 0: Unit <OBJECT>
* 1: Position to place explosive <POSITION>
Parameters: * 2: Rotation <NUMBER>
0: OBJECT - unit * 3: Magazine class <STRING>
1: POSITION - Position to place explosive * 4: Config of trigger <CONFIG>
2: NUMBER - Rotation * 5: Variables required for the trigger type <ARRAY>
3: STRING - Magazine class * 6: Should direction be set <BOOL>
4: Config - Config of trigger *
5: ARRAY - variables required for the trigger type * Return Value:
* Placed explosive <OBJECT>
Returns: *
OBJECT: Placed explosive * Example:
* _explosive = [player, player modelToWorld [0,0.5, 0.1], 134,
Example: * "SatchelCharge_Remote_Mag", "Command", []] call ACE_Explosives_fnc_placeExplosive;
_explosive = [player, player modelToWorld [0,0.5, 0.1], 134, "SatchelCharge_Remote_Mag", "Command", []] call ACE_Explosives_fnc_PlaceExplosive; *
* Public: Yes
*/ */
#include "script_component.hpp" #include "script_component.hpp"
private ["_pos", "_dir", "_magazineClass", "_ammo", "_triggerSpecificVars", "_unit", "_triggerConfig", "_explosive"]; private ["_pos", "_dir", "_magazineClass", "_ammo", "_triggerSpecificVars", "_unit", "_triggerConfig", "_explosive"];

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@ -1,20 +1,20 @@
/* /*
Name: ACE_Explosives_fnc_Place_Approve * fnc_place_Approve.sqf
*
Author(s): * Author: Garth 'L-H' de Wet
Garth de Wet (LH) * Approves placement of the explosive, releases the placement object for it
* to settle in a location suitable for the explosive to be created.
Description: *
Approves placement of the explosive, releases the placement object for it to settle in a location suitable for the explosive to be created. * Arguments:
* None
Parameters: *
Nothing * Return Value:
* None
Returns: *
Nothing * Example:
* call ACE_Explosives_fnc_place_Approve;
Example: *
call ACE_Explosives_fnc_Place_Approve; * Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"
if (GVAR(pfeh_running)) then { if (GVAR(pfeh_running)) then {

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@ -1,20 +1,19 @@
/* /*
Name: ACE_Explosives_fnc_Place_Cancel * fnc_place_Cancel.sqf
*
Author(s): * Author: Garth 'L-H' de Wet
Garth de Wet (LH) * Cancels placement of the explosive
*
Description: * Arguments:
Cancels placement of the explosive * None
*
Parameters: * Return Value:
Nothing * None
*
Returns: * Example:
Nothing * call ACE_Explosives_fnc_place_Cancel;
*
Example: * Public: Yes
call ACE_Explosives_fnc_Place_Cancel;
*/ */
#include "script_component.hpp" #include "script_component.hpp"
if (GVAR(pfeh_running)) then { if (GVAR(pfeh_running)) then {

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@ -1,20 +1,20 @@
/* /*
Name: ACE_Explosives_fnc_selectTrigger * fnc_selectTrigger.sqf
*
Author: Garth de Wet (LH) * Author: Garth 'L-H' de Wet
* Selects a trigger for an explosive.
Description: *
Selects a trigger for an explosive. * Arguments:
* 0: Magazine <STRING>
Parameters: * 1: Trigger mode <STRING>
0: String - Magazine *
1: String - trigger index in ACE_triggers of magazine class * Return Value:
* None
Returns: *
Nothing * Example:
* ["SatchelCharge_Remote_Mag","Timer"] call ACE_Explosives_fnc_selectTrigger;
Example: *
["SatchelCharge_Remote_Mag","Timer"] call ACE_Explosives_fnc_selectTrigger; * Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"
private ["_magazine","_trigger"]; private ["_magazine","_trigger"];

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@ -1,26 +1,25 @@
/* /*
Name: ACE_Explosives_fnc_SetPos * fnc_setPosition.sqf
*
Author(s): * Author: Garth 'L-H' de Wet
Garth de Wet (LH) * Sets the Dir and pitch of passed object
*
Description: * Arguments:
Sets the Dir and pitch * 0: Explosive <OBJECT>
* 1: Direction <NUMBER>
Parameters: * 2: Pitch <NUMBER>
0: OBJECT - Object *
1: NUMBER - Direction * Return Value:
2: NUMBER - Pitch * None
*
Returns: * Example:
Nothing * [_explosive, 150, 90] call ACE_Explosives_fnc_SetPos;
*
Example: * Public: Yes
[_explosive, 150, 90] call ACE_Explosives_fnc_SetPos;
*/ */
#include "script_component.hpp" #include "script_component.hpp"
private "_ex"; private "_ex";
_ex=_this select 0; _ex = _this select 0;
_ex setDir (_this select 1); _ex setDir (_this select 1);
if ((_this select 2) != 0) then { if ((_this select 2) != 0) then {
[_ex, _this select 2, 0] call CALLSTACK(BIS_fnc_setPitchBank); [_ex, _this select 2, 0] call CALLSTACK(BIS_fnc_setPitchBank);

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@ -1,23 +1,22 @@
/* /*
Name: ACE_Explosives_fnc_SetupExplosive * fnc_setupExplosive.sqf
*
Author(s): * Author: Garth 'L-H' de Wet
Garth de Wet (LH) * Starts the setup process for the passed explosive. Player only.
*
Description: * Arguments:
Starts the setup process for the passed explosive. * 0: Unit <OBJECT>
* 1: Classname of explosive to place. (CfgMagazine class) <STRING>
Parameters: * 2: Trigger Config <CONFIG>
0: OBJECT - Unit placing explosive. * 3: Timer (optional) <NUMBER>
1: STRING - Classname of explosive to place. (CfgMagazine class) *
2: Config - Trigger Config * Return Value:
3: NUMBER - (optional) timer * None
*
Returns: * Example:
Nothing * [player, "SatchelCharge_Remote_Mag", "Command"] call ACE_Explosives_fnc_SetupExplosive;
*
Example: * Public: Yes
[player, "SatchelCharge_Remote_Mag", "Command"] call ACE_Explosives_fnc_SetupExplosive;
*/ */
#include "script_component.hpp" #include "script_component.hpp"
private ["_unit", "_class", "_config", "_timer"]; private ["_unit", "_class", "_config", "_timer"];

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@ -1,20 +1,20 @@
/* /*
Name: ACE_Explosives_fnc_StartDefuse * fnc_startDefuse.sqf
*
Author: Garth de Wet (LH) * Author: Garth 'L-H' de Wet
* Starts defusing an explosive
Description: *
Starts defusing an explosive * Arguments:
* 0: Unit <OBJECT>
Parameters: * 1: Target explosive <OBJECT>
0: OBJECT - Unit to defuse explosive *
1: OBJECT - Target explosive * Return Value:
* Nothing
Returns: *
Nothing * Example:
* [player, ACE_Interaction_Target] call ACE_Explosives_fnc_StartDefuse;
Example: *
[player, ACE_Interaction_Target] call ACE_Explosives_fnc_StartDefuse; * Public: Yes
*/ */
#include "script_component.hpp" #include "script_component.hpp"
private ["_unit","_target"]; private ["_unit","_target"];

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@ -1,19 +1,20 @@
/* /*
Author(s): * fnc_startTimer.sqf
Garth de Wet (LH) *
* Author: Garth 'L-H' de Wet
Description: * Starts a timer for an explosive.
Starts a timer for an explosive. *
* Arguments:
Parameters: * 0: Explosive <OBJECT>
0: OBJECT - Explosive * 1: Time till detonate <NUMBER>
1: NUMBER - time till detonation *
* Return Value:
Returns: * None
Nothing *
* Example:
Example: * [_explosive, 10] call ACE_Explosives_fnc_startTimer;
[_explosive, 10] call ACE_Explosives_fnc_startTimer; *
* Public: Yes
*/ */
#include "script_component.hpp" #include "script_component.hpp"

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@ -1,20 +1,19 @@
/* /*
Name: ACE_Explosives_fnc_TriggerType * fnc_triggerType.sqf
*
Author(s): * Author: Garth 'L-H' de Wet
Garth de Wet (LH) * Gets the types of triggers associated with the explosive
*
Description: * Arguments:
Gets the types of triggers associated with the explosive * 0: Explosive magazine <STRING>
*
Parameters: * Return Value:
0: String - Explosive magazine * Supported triggers as CfgACE_Triggers config entries <ARRAY>
*
Returns: * Example:
ARRAY * _supports = ["SatchelCharge_Remote_Mag"] call ACE_Explosives_fnc_TriggerType
*
Example: * Public: Yes
_supports = ["SatchelCharge_Remote_Mag"] call ACE_Explosives_fnc_TriggerType;
*/ */
#include "script_component.hpp" #include "script_component.hpp"
private "_result"; private "_result";