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improved explosives
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3b01da6962
commit
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@ -7,4 +7,8 @@ class ACE_Settings {
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value = 1;
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typeName = "BOOL";
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};
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class GVAR(ExplodeOnDefuseChance) {
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value = 0.02;
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typeName = "SCALAR";
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};
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};
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@ -72,6 +72,7 @@ class CfgAmmo {
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class IEDUrbanBig_Remote_Ammo: PipeBombBase {
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triggerWhenDestroyed = 1;
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ACE_ExplodeOnDefuse = 1;
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soundTrigger[] = {"A3\Sounds_F\weapons\mines\mech_trigger_1", 0.8, 1, 40};
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};
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class IEDUrbanBig_Command_Ammo: IEDUrbanBig_Remote_Ammo {
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@ -83,6 +84,7 @@ class CfgAmmo {
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class IEDUrbanSmall_Remote_Ammo: PipeBombBase {
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triggerWhenDestroyed = 1;
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ACE_ExplodeOnDefuse = 1;
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soundTrigger[] = {"A3\Sounds_F\weapons\mines\mech_trigger_1", 0.8, 1, 40};
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};
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class IEDUrbanSmall_Command_Ammo: IEDUrbanSmall_Remote_Ammo {
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@ -94,6 +96,7 @@ class CfgAmmo {
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class IEDLandBig_Remote_Ammo: PipeBombBase {
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triggerWhenDestroyed = 1;
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ACE_ExplodeOnDefuse = 1;
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soundTrigger[] = {"A3\Sounds_F\weapons\mines\mech_trigger_1", 0.8, 1, 40};
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};
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class IEDLandBig_Command_Ammo: IEDLandBig_Remote_Ammo {
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@ -105,6 +108,7 @@ class CfgAmmo {
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class IEDLandSmall_Remote_Ammo: PipeBombBase {
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triggerWhenDestroyed = 1;
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ACE_ExplodeOnDefuse = 1;
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soundTrigger[] = {"A3\Sounds_F\weapons\mines\mech_trigger_1", 0.8, 1, 40};
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};
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class IEDLandSmall_Command_Ammo: IEDLandSmall_Remote_Ammo {
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@ -106,7 +106,7 @@ class CfgMagazines {
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class DeadmanSwitch: Command{};
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class Cellphone: Command{};
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class PressurePlate{
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displayName = $STR_ACE_Explosives_SLAME_Magnetic;
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displayName = $STR_ACE_Explosives_PressurePlate;
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digDistance = 0;
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ammo = "IEDUrbanBig_Range_Ammo";
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pitch = 0;
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@ -136,7 +136,7 @@ class CfgMagazines {
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class DeadmanSwitch: Command {};
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class Cellphone: Command {};
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class PressurePlate {
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displayName = $STR_ACE_Explosives_SLAME_Magnetic;
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displayName = $STR_ACE_Explosives_PressurePlate;
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digDistance = 0;
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ammo = "IEDUrbanSmall_Range_Ammo";
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pitch = 0;
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@ -22,6 +22,12 @@ class ACE_ModuleExplosive: Module_F {
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description = "$STR_ACE_Explosive_PunishNonSpecialists_Description";
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typeName = "BOOL";
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defaultValue = 1;
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};
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class ExplodeOnDefuseChance {
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displayName = "$STR_ACE_Explosive_ExplodeOnDefuseChance_DisplayName";
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description = "$STR_ACE_Explosive_ExplodeOnDefuseChance_Description";
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typeName = "NUMBER";
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defaultValue = 0.02;
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};
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};
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class ModuleDescription: ModuleDescription {
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@ -17,7 +17,9 @@
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#include "script_component.hpp"
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EXPLODE_2_PVT(_this,_unit,_explosive);
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if (getNumber (ConfigFile >> "CfgAmmo" >> typeof _explosive >> "ACE_explodeOnDefuse") == 1) exitWith {
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_explode = random 1.0;
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if (getNumber (ConfigFile >> "CfgAmmo" >> typeOf _explosive >> "ACE_explodeOnDefuse") == 1 &&
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_explode < GVAR(ExplodeOnDefuseChance)) exitWith {
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[_unit, -1, [_explosive, 1], true] call FUNC(detonateExplosive);
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};
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@ -27,5 +27,7 @@ if !(_activated) exitWith {};
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call EFUNC(Common,readSettingFromModule);
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[_logic, QGVAR(PunishNonSpecialists),"PunishNonSpecialists"]
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call EFUNC(Common,readSettingFromModule);
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[_logic, QGVAR(ExplodeOnDefuseChance),"ExplodeOnDefuseChance"]
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call EFUNC(Common,readSettingFromModule);
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diag_log text "[ACE]: Explosive Module Initialized.";
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@ -524,6 +524,12 @@
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<Key ID="STR_ACE_Explosive_PunishNonSpecialists_Description">
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<English>Increase the time it takes to complete actions for non-specialists? Default: Yes</English>
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<Polish>Zwiększyć ilość wymaganego czasu do ukończenia akcji dla nie-specjalistów? Domyślnie: Tak</Polish>
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</Key>
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<Key ID="STR_ACE_Explosive_ExplodeOnDefuseChance_DisplayName">
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<English>Explode chance?</English>
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</Key>
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<Key ID="STR_ACE_Explosive_ExplodeOnDefuseChance_Description">
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<English>Chance for special explosives to explode on defuse? Default: 0.02 (2%)</English>
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</Key>
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<Key ID="STR_ACE_Explosive_Module_Description">
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<English></English>
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