AKALegman
c027db2e0e
final fixes
2015-06-15 20:55:49 +01:00
AKALegman
0690e6f745
fixed conflicts
2015-06-14 09:36:03 +01:00
AKALegman
46ed9416ed
improved explosives v2
2015-06-06 18:58:42 +01:00
AKALegman
f9a7ab5ae0
improved explosives
2015-06-06 10:11:00 +01:00
jonpas
541f1010a7
Merge branch 'master' into macroSTR
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Conflicts:
addons/attach/functions/fnc_attach.sqf
addons/captives/functions/fnc_moduleSurrender.sqf
addons/common/CfgVehicles.hpp
addons/explosives/CfgModule.hpp
addons/hearing/CfgVehicles.hpp
addons/interaction/CfgVehicles.hpp
addons/map/CfgVehicles.hpp
addons/microdagr/CfgVehicles.hpp
addons/mk6mortar/CfgVehicles.hpp
addons/nametags/CfgVehicles.hpp
addons/nightvision/functions/fnc_changeNVGBrightness.sqf
addons/respawn/CfgVehicles.hpp
addons/switchunits/CfgVehicles.hpp
addons/vehiclelock/CfgVehicles.hpp
addons/winddeflection/stringtable.xml
2015-06-02 22:14:32 +02:00
PabstMirror
23d300df52
Merge pull request #1417 from acemod/localDefuseObjects
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Explosives - Local defuse objects
2015-05-30 15:46:07 -05:00
jonpas
d934c25b78
Merge branch 'master' into macroSTR
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Conflicts:
addons/interact_menu/ACE_Settings.hpp
2015-05-30 19:54:32 +02:00
jonpas
763cb07629
Macro STRING to LSTRING
2015-05-28 21:59:04 +02:00
Garth L-H de Wet
529e200a4c
Made explosives Zeus and AI compatible specifically in regards to Deadman's switches.
2015-05-28 17:56:45 +02:00
PabstMirror
5f2bee09e4
Create Defuse Helpers on demand
2015-05-27 14:09:06 -05:00
jonpas
6072e14077
Changed all strings to macros (except external)
2015-05-27 19:04:25 +02:00
PabstMirror
adf29d75e3
Explosives - Local Defuse Helpers
2015-05-26 23:15:50 -05:00
jaynus
c924baefd7
All instances of time and diagTicktime changed to ACE_time / ACE_diagTime.
2015-05-21 09:42:44 -07:00
Garth L-H de Wet
8edeb45d6d
Changed the animation from medic to put when placing an explosive. Added a put animation when setting the trigger for an explosive.
2015-05-20 17:17:09 +02:00
ulteq
a6f4c68ef4
Removed obsolete comment
2015-05-01 13:50:01 +02:00
ulteq
940f8e8349
Cleanup++:
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*Removed spawn
*Added, moved and renamed some privates
2015-05-01 11:38:09 +02:00
ulteq
e8264110bb
Replaced sleep with waitAndExecute
2015-05-01 10:12:41 +02:00
ulteq
4eec4da37c
Merge pull request #912 from acemod/explosiveFixAttachDeleteVehicleFix
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Explosive fix attach delete vehicle fix
2015-04-29 21:32:28 +02:00
ulteq
608af39a67
Added proper dummy object cleanup code
2015-04-29 21:22:07 +02:00
ulteq
87d1f7c281
Fixes: https://github.com/acemod/ACE3/pull/909#issuecomment-97377112
2015-04-29 12:24:56 +02:00
Glowbal
7ca35bf823
prevent multiple detonators of same type to be displayed #835
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As per @CorruptedHeart suggestion.
> Just needs a
> if (getNumber (_config >> "ACE_Detonator") == 1 && {!(_x in _result)}) then {
2015-04-29 10:44:10 +02:00
PabstMirror
e56838be36
Private Variables
2015-04-29 00:05:02 -05:00
PabstMirror
409851dd8c
Attach the real explosive
2015-04-28 23:57:11 -05:00
commy2
5fe33fb1db
rename cfgAce_Triggers to ACE_Triggers
2015-04-10 05:56:19 +02:00
PabstMirror
26d282c224
Explosives: Fix cursor interaction menu breaking
2015-04-09 22:46:19 -05:00
PabstMirror
253614d442
Explosives: cancel placement when opening interact
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"zoomtemp" doesn't work for me, so this gives an additional way to
cancel. It was also possible to start planting multiple explosives.
made a small change to make QGVAR(PlantingExplosive) always reset
2015-04-09 14:48:27 -05:00
esteldunedain
765ae4ee64
Merge branch 'master' into tabCleanup
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Conflicts:
addons/explosives/functions/fnc_addClacker.sqf
addons/explosives/functions/fnc_detonateExplosive.sqf
addons/explosives/functions/fnc_getPlacedExplosives.sqf
addons/explosives/functions/fnc_openDetonateUI.sqf
addons/explosives/functions/fnc_openPlaceUI.sqf
addons/explosives/functions/fnc_openTransmitterUI.sqf
addons/explosives/functions/fnc_openTriggerSelectionUI.sqf
addons/explosives/functions/fnc_placeExplosive.sqf
addons/explosives/functions/fnc_place_Approve.sqf
addons/explosives/functions/fnc_setPosition.sqf
2015-04-07 15:00:56 -03:00
Garth L-H de Wet
513ab25f54
Merge branch 'master' into explosiveInteraction
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Conflicts:
addons/explosives/functions/fnc_placeExplosive.sqf
2015-04-06 22:30:27 +02:00
Garth L-H de Wet
9d7d71b1b1
Changed the tabs to 4 spaces. Hopefully.
2015-04-06 22:20:11 +02:00
Garth "L-H" de Wet
e0b4efd9f1
Merge pull request #280 from KoffeinFlummi/explosiveInteraction
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Explosive interaction
2015-04-06 22:12:04 +02:00
Garth L-H de Wet
44c597f7c5
Explosives, 2 spaces to 4 space tab.
2015-04-06 22:10:00 +02:00
jaynus
1bb6be5654
Cleaning up of all tabs in source code files.
2015-04-06 09:22:43 -07:00
Nou
6541600d44
Switch everything to use modelToWorldVisual instead of modelToWorld.
2015-04-03 15:26:27 -07:00
Garth L-H de Wet
452947148a
Random clean ups and explosive can now detonate with their object.
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Defuse object doesn't get cleaned up on it's own. But if a player comes near it with interact menu on it will get cleaned up.
2015-04-01 20:43:18 +02:00
Garth L-H de Wet
7d5555a2e0
Renamed functions to be more inline with their purpose.
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Removed legacy code.
2015-04-01 19:09:19 +02:00
Garth L-H de Wet
c020128f0e
Made explosives use children action points rather than the listbox at all points.
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Added the ability to defuse on explosives. "on explosives", there is a helper object that handles defusing.
Known issue, it appears that the attachTo explosives don't detonate. This means the currently approach should be changed to a object variable method, instead of an attached object method.
2015-03-31 23:20:32 +02:00
Garth L-H de Wet
613257141b
Merge branch 'removedExpPlaceMenu' into explosiveInteraction
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Conflicts:
addons/explosives/CfgVehicles.hpp
addons/explosives/functions/fnc_openPlaceUI.sqf
2015-03-31 19:29:09 +02:00
Garth L-H de Wet
8158a3e841
Fixed small errors caused by working blind.
2015-03-31 19:26:38 +02:00
Nicolás Badano
386fee4694
Replace place list menu by dynamically created actions
2015-03-19 13:31:45 -03:00
Garth L-H de Wet
ece4c8e0bc
Merge branch 'master' into explosiveInteraction
2015-03-09 20:07:42 +02:00
Nicolás Badano
2b0cfac8e4
Removed obsolote code from ace_interaction ( #109 )
2015-02-28 23:00:24 -03:00
Garth L-H de Wet
9d1b1e1b12
Explosives are now placed first and then the trigger is set afterwards.
2015-02-20 03:28:16 +02:00
Garth L-H de Wet
910a6a16ab
Split out the EPEContactStart code into its own function since it was quite long.
2015-02-20 00:44:54 +02:00
Garth L-H de Wet
96404bc42a
Fixed isNull check not working. Fixed audio not being found.
2015-02-19 15:59:14 +02:00
Garth L-H de Wet
f5a6f6f404
Fixed various points raised in the PR.
2015-02-19 15:30:01 +02:00
Garth L-H de Wet
00643c3c83
Ensured actual fuse time is used instead of simply 1.
2015-02-19 12:39:13 +02:00
Garth L-H de Wet
8c83320675
Separated dialing phone code into separate function to neaten up the original function.
2015-02-19 12:32:41 +02:00
Garth L-H de Wet
e592f233f3
Merge branch 'master' into IEDSupport
2015-02-19 12:26:38 +02:00
Garth L-H de Wet
4d38e19f8c
Should avoid potential conflicts of IED codes.
2015-02-04 02:19:56 +02:00
Garth L-H de Wet
749d068d2d
Added IED handling (for the player and support for AI). Can dial an IED and it will ring before exploding.
2015-02-04 02:16:47 +02:00