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Explosives - Use triggerAmmo
instead of setDamage
(#10182)
* Use `triggerAmmo` instead of `setDamage` * Update docs/wiki/framework/explosives-framework.md
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@ -216,6 +216,7 @@ if (isServer) then {
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[QGVAR(setVectorDirAndUp), {(_this select 0) setVectorDirAndUp (_this select 1)}] call CBA_fnc_addEventHandler;
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[QGVAR(setVectorDirAndUp), {(_this select 0) setVectorDirAndUp (_this select 1)}] call CBA_fnc_addEventHandler;
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[QGVAR(addWeaponItem), {(_this select 0) addWeaponItem [(_this select 1), (_this select 2)]}] call CBA_fnc_addEventHandler;
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[QGVAR(addWeaponItem), {(_this select 0) addWeaponItem [(_this select 1), (_this select 2)]}] call CBA_fnc_addEventHandler;
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[QGVAR(removeMagazinesTurret), {(_this select 0) removeMagazinesTurret [_this select 1, _this select 2]}] call CBA_fnc_addEventHandler;
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[QGVAR(removeMagazinesTurret), {(_this select 0) removeMagazinesTurret [_this select 1, _this select 2]}] call CBA_fnc_addEventHandler;
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[QGVAR(triggerAmmo), {triggerAmmo _this}] call CBA_fnc_addEventHandler;
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[QGVAR(setVanillaHitPointDamage), {
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[QGVAR(setVanillaHitPointDamage), {
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params ["_object", "_hitPointAnddamage"];
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params ["_object", "_hitPointAnddamage"];
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@ -28,7 +28,6 @@ class CfgAmmo {
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class DirectionalBombBase;
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class DirectionalBombBase;
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class ClaymoreDirectionalMine_Remote_Ammo: DirectionalBombBase {
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class ClaymoreDirectionalMine_Remote_Ammo: DirectionalBombBase {
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GVAR(magazine) = "ClaymoreDirectionalMine_Remote_Mag";
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GVAR(magazine) = "ClaymoreDirectionalMine_Remote_Mag";
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GVAR(Explosive) = "ClaymoreDirectionalMine_Remote_Ammo_Scripted";
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GVAR(size) = 0;
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GVAR(size) = 0;
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GVAR(defuseObjectPosition)[] = {0, 0, 0.038};
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GVAR(defuseObjectPosition)[] = {0, 0, 0.038};
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soundActivation[] = {"", 0, 0, 0};
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soundActivation[] = {"", 0, 0, 0};
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@ -92,7 +91,6 @@ class CfgAmmo {
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class PipeBombBase;
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class PipeBombBase;
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class DemoCharge_Remote_Ammo: PipeBombBase {
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class DemoCharge_Remote_Ammo: PipeBombBase {
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GVAR(magazine) = "DemoCharge_Remote_Mag";
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GVAR(magazine) = "DemoCharge_Remote_Mag";
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GVAR(Explosive) = "DemoCharge_Remote_Ammo_Scripted"; // can probably remove as base ammo now has triggerWhenDestroyed
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GVAR(size) = 0;
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GVAR(size) = 0;
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GVAR(defuseObjectPosition)[] = {0.07, 0, 0.055};
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GVAR(defuseObjectPosition)[] = {0.07, 0, 0.055};
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soundActivation[] = {"", 0, 0, 0};
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soundActivation[] = {"", 0, 0, 0};
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@ -103,7 +101,6 @@ class CfgAmmo {
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};
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};
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class SatchelCharge_Remote_Ammo: PipeBombBase {
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class SatchelCharge_Remote_Ammo: PipeBombBase {
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GVAR(magazine) = "SatchelCharge_Remote_Mag";
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GVAR(magazine) = "SatchelCharge_Remote_Mag";
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GVAR(Explosive) = "SatchelCharge_Remote_Ammo_Scripted"; // can probably remove as base ammo now has triggerWhenDestroyed
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GVAR(size) = 0;
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GVAR(size) = 0;
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GVAR(defuseObjectPosition)[] = {0.1, 0.1, 0.05};
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GVAR(defuseObjectPosition)[] = {0.1, 0.1, 0.05};
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soundActivation[] = {"", 0, 0, 0};
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soundActivation[] = {"", 0, 0, 0};
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@ -171,7 +168,6 @@ class CfgAmmo {
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// Orange DLC:
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// Orange DLC:
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class APERSMineDispenser_Ammo: PipeBombBase {
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class APERSMineDispenser_Ammo: PipeBombBase {
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GVAR(magazine) = "APERSMineDispenser_Mag";
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GVAR(magazine) = "APERSMineDispenser_Mag";
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GVAR(Explosive) = "APERSMineDispenser_Ammo_Scripted"; // triggerWhenDestroyed = 1;
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GVAR(size) = 0;
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GVAR(size) = 0;
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GVAR(defuseObjectPosition)[] = {0.0, -0.05, 0.15};
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GVAR(defuseObjectPosition)[] = {0.0, -0.05, 0.15};
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};
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};
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@ -42,7 +42,7 @@ if (isServer) then {
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params ["_explosive"];
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params ["_explosive"];
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TRACE_1("exploding",_explosive);
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TRACE_1("exploding",_explosive);
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if (!isNull _explosive) then {
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if (!isNull _explosive) then {
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_explosive setDamage 1;
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[QEGVAR(common,triggerAmmo), _explosive, _explosive] call CBA_fnc_targetEvent;
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};
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};
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}, _explosive, _delay] call CBA_fnc_waitAndExecute;
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}, _explosive, _delay] call CBA_fnc_waitAndExecute;
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}] call CBA_fnc_addEventHandler;
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}] call CBA_fnc_addEventHandler;
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@ -51,7 +51,7 @@ class CfgAmmo {
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class SatchelCharge_Remote_Ammo: PipeBombBase {
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class SatchelCharge_Remote_Ammo: PipeBombBase {
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soundActivation[] = {"", 0, 0, 0}; // No sound on activation
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soundActivation[] = {"", 0, 0, 0}; // No sound on activation
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soundDeactivation[] = {"", 0, 0, 0}; // No sound on deactivation
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soundDeactivation[] = {"", 0, 0, 0}; // No sound on deactivation
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triggerWhenDestroyed = 1; // (Optional) Explode when the object is shot and destroyed (after being placed) (0-disabled, 1-enabled).
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triggerWhenDestroyed = 1; // (Optional) Explode when the object is shot and destroyed (after being placed) (0-disabled, 1-enabled). Required to be enabled prior to ACE 3.18.0.
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ACE_explodeOnDefuse = 0.02; // (Optional) Add a chance for the explosive to detonate after being disarmed (in percent)
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ACE_explodeOnDefuse = 0.02; // (Optional) Add a chance for the explosive to detonate after being disarmed (in percent)
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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
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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
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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)
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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)
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