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Add Tripflare (#4152)
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@ -41,6 +41,29 @@ class CfgAmmo {
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GVAR(defuseObjectPosition)[] = {-1.415, 0, 0.12};
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GVAR(defuseObjectPosition)[] = {-1.415, 0, 0.12};
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};
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};
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class ACE_FlareTripMine_Wire_Ammo: APERSTripMine_Wire_Ammo {
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SoundSetExplosion[] = {};
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defaultMagazine = "ACE_FlareTripMine_Mag"; //Mag that gets dropped after defuse
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hit = 0;
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indirectHit = 0;
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indirectHitRange = 0;
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soundHit[] = {"A3\Sounds_F\weapons\smokeshell\smoke_3",1.25893,1,100};
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explosionEffects = "ACE_TripflareEffect";
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CraterEffects = "";
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soundTrigger[] = {"",1,1};
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class CamShakeExplode {
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power = 0;
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duration = 0;
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frequency = 0;
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distance = 0;
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};
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};
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class F_20mm_Red;
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class ACE_TripFlare_FlareEffect: F_20mm_Red {
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triggerTime = 0.1;
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};
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class SLAMDirectionalMine_Wire_Ammo: DirectionalBombBase {
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class SLAMDirectionalMine_Wire_Ammo: DirectionalBombBase {
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indirectHitRange = 20;
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indirectHitRange = 20;
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GVAR(explodeOnDefuseChance) = 1;
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GVAR(explodeOnDefuseChance) = 1;
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15
addons/explosives/CfgCloudlets.hpp
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15
addons/explosives/CfgCloudlets.hpp
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@ -0,0 +1,15 @@
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class CfgCloudlets {
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class Default;
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class ACE_TripFlare: Default {
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lifeTime = 0;
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beforeDestroyScript = "\z\ace\addons\explosives\scripts\TripflareEffect.sqf";
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};
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};
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class ACE_TripflareEffect {
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class SpawnFlare {
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simulation = "particles";
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type = "ACE_TripFlare";
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position = "explosionPos";
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};
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};
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@ -37,6 +37,14 @@ class CfgMagazines {
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class Tripwire;
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class Tripwire;
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};
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};
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};
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};
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class ACE_FlareTripMine_Mag: APERSTripMine_Wire_Mag {
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author = ECSTRING(common,aceteam);
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ammo = "ACE_FlareTripMine_Wire_Ammo";
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GVAR(SetupObject) = "ACE_Explosives_Place_APERSTripwireMine";
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displayName = CSTRING(TripFlare_Name);
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descriptionShort = CSTRING(TripFlare_Description);
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class Library {libTextDesc = CSTRING(TripFlare_Description);};
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};
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class ClaymoreDirectionalMine_Remote_Mag: CA_Magazine {
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class ClaymoreDirectionalMine_Remote_Mag: CA_Magazine {
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GVAR(Placeable) = 1;
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GVAR(Placeable) = 1;
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@ -346,6 +346,13 @@ class CfgVehicles {
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// TODO: Find a way to place the mine laying down instead of standing up
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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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};
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class APERSTripMine: MineBase {};
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class ACE_FlareTripMine: APERSTripMine {
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author = ECSTRING(common,aceteam);
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ammo = "ACE_FlareTripMine_Wire_Ammo";
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displayName = CSTRING(TripFlare_Name);
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};
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class IEDUrbanBig_F;
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class IEDUrbanBig_F;
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class ACE_IEDUrbanBig_Range: IEDUrbanBig_F {
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class ACE_IEDUrbanBig_Range: IEDUrbanBig_F {
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author = ECSTRING(common,aceteam);
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author = ECSTRING(common,aceteam);
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@ -42,6 +42,7 @@ PREP(selectTrigger);
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PREP(setupExplosive);
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PREP(setupExplosive);
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PREP(setPosition);
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PREP(setPosition);
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PREP(setSpeedDial);
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PREP(setSpeedDial);
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PREP(spawnFlare);
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PREP(startDefuse);
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PREP(startDefuse);
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PREP(startTimer);
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PREP(startTimer);
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PREP(triggerType);
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PREP(triggerType);
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@ -22,6 +22,7 @@ class CfgPatches {
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#include "CfgMagazines.hpp"
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#include "CfgMagazines.hpp"
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#include "CfgWeapons.hpp"
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#include "CfgWeapons.hpp"
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#include "CfgVehicles.hpp"
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#include "CfgVehicles.hpp"
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#include "CfgCloudlets.hpp"
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#include "ACE_Triggers.hpp"
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#include "ACE_Triggers.hpp"
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#include "ExplosivesUI.hpp"
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#include "ExplosivesUI.hpp"
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23
addons/explosives/functions/fnc_spawnFlare.sqf
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23
addons/explosives/functions/fnc_spawnFlare.sqf
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@ -0,0 +1,23 @@
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/*
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* Author: VKing
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* Spawns a flare on the ground for tripflare trigger
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*
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* Arguments:
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* 0: Position <ARRAY>
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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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* [getPos groundFlare] call ace_explosives_fnc_spawnFlare
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*
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* Public: no
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*/
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#include "script_component.hpp"
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params ["_posX","_posY","_posZ"];
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TRACE_3("Params",_posX,_posY,_posZ);
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private _flare = "ACE_TripFlare_FlareEffect" createVehicle [_posX,_posY,_posZ];
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TRACE_1("",_flare);
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20
addons/explosives/scripts/TripflareEffect.sqf
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20
addons/explosives/scripts/TripflareEffect.sqf
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@ -0,0 +1,20 @@
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/*
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* Author: VKing
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* Spawns a flare on the ground for tripflare trigger
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*
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* Arguments:
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* 0: Position <ARRAY>
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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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* beforeDestroyScript = "\z\ace\addons\explosives\scripts\TripflareEffect.sqf;
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*
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* Public: no
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*/
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// This is called from a CfgCloudlet's beforeDestroyScript config.
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// It will be re-compiled each use, so avoid complex preProcessor includes and just call the prepared function.
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_this call ace_explosives_fnc_spawnFlare;
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@ -755,5 +755,11 @@
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<Italian>Collega a %1</Italian>
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<Italian>Collega a %1</Italian>
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<Portuguese>Conectar à %1</Portuguese>
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<Portuguese>Conectar à %1</Portuguese>
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</Key>
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</Key>
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<Key ID="STR_ACE_Explosives_TripFlare_Name">
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<English>Tripwire Flare</English>
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</Key>
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<Key ID="STR_ACE_Explosives_TripFlare_Description">
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<English>Type: Tripwire flare - Ignites a non-lethal flare when triggered.<br />Rounds: 1<br />Used on: Ground</English>
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</Key>
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</Package>
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</Package>
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</Project>
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</Project>
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