Commit Graph

168 Commits

Author SHA1 Message Date
VKing
f92b798586 Switch to select (is even slightly faster) 2016-02-07 13:09:01 +01:00
PabstMirror
deac4395c1 Deadman switch - trigger explosives in inventory
Also allow manual triggering of the deadman device
2016-02-05 11:40:11 -06:00
Thomas Kooi
8c9523e36b Merge pull request #3151 from acemod/explosives_cleanup_plus_minetriggers
Various explosives enhancements
2016-02-04 19:56:27 +01:00
Thomas Kooi
e0946c3fc5 Merge pull request #3106 from acemod/explEvents
Explosive events, fix #3104
2016-02-04 19:52:10 +01:00
PabstMirror
78729e96ff Fix bad forceWalk params 2016-01-24 11:39:59 -06:00
VKing
68531bd4a9 Merge branch 'master' into explosives_cleanup_plus_minetriggers 2016-01-22 14:15:45 +01:00
PabstMirror
04bccf47d7 Replace all use of deprecated commands 2016-01-19 09:39:07 -06:00
Thomas Kooi
33479ffcae Merge pull request #3146 from acemod/Explosives_DetonateTrigger
Function to detonate explosives via script
2016-01-19 09:38:43 +01:00
VKing
4e8ea4f8e6 Fix detonate action pictures 2016-01-15 00:25:02 +01:00
VKing
8bdb2cb7f7 GVAR it. 2016-01-14 23:05:56 +01:00
VKing
575f37c8fd Add fnc_connectExplosive to add editor explosives to unit triggers 2016-01-14 23:05:26 +01:00
VKing
4fc7c3065e Rename to fnc_scriptedExplosive 2016-01-11 23:41:33 +01:00
VKing
01dd663337 Add fnc_detonateExplosiveTrigger 2016-01-11 23:36:34 +01:00
VKing
9985988987 Change ACE_Player to _unit 2016-01-06 18:05:06 +01:00
PabstMirror
4c229c92f5 Add Stringtable Entry 2016-01-05 17:29:01 -06:00
PabstMirror
b6dce03c90 Fix Header 2016-01-05 17:16:47 -06:00
VKing
cc8ac69feb Add function and action to detonate all explosives on a detonator 2016-01-05 23:47:01 +01:00
bux
977bda83e5 add 2 new events, add unit to place event
defuse and explodeOnDefuse
2016-01-01 21:47:39 +01:00
bux
2a6042bf61 add interaction position and defuse object position
and reduce interaction distance
2015-12-30 09:11:57 +01:00
commy2
411a8d58f3 fix more setVariable and getVariable capitalization 2015-11-30 17:53:57 +01:00
commy2
d037f00a92 fix forEachIndex capitalization 2015-11-30 17:25:16 +01:00
commy2
b3950bd7f0 fix forEach capitalization 2015-11-30 17:23:48 +01:00
commy2
a8228f60c2 fix configFile capitalization 2015-11-30 17:23:02 +01:00
commy2
d9b90258bc fix typeOf capitalization 2015-11-30 17:19:57 +01:00
commy2
ca9b909e75 fix CBA_fnc capitalization 2015-11-30 16:45:20 +01:00
VKing
069169cc72 Changed ACE_time back to time in comments where appropriate 2015-10-21 22:52:21 +02:00
PabstMirror
5add8d6789 #2537 - Delay one frame when selecting explosives 2015-09-22 11:31:58 -05:00
Michael Braun
5047d4de1c Switched to ACE_LOG<LEVEL>_# variation 2015-08-26 17:39:44 +02:00
Michael Braun
097506076f Fixed format usage in macros requiring ARR_# for it to work 2015-08-26 16:48:55 +02:00
Michael Braun
9e10aa86d7 Standardize logging format through ACE_LOG macros 2015-08-26 15:32:54 +02:00
PabstMirror
cc9eee5609 Typo 2015-08-21 09:42:23 -05:00
PabstMirror
4c14dc7684 #2208 - Use ACE Message Display instead of sideChat 2015-08-19 17:25:45 -05:00
PabstMirror
61bc40a650 Opps 2015-08-16 02:05:34 -05:00
PabstMirror
b9638f749b SetPosition Event - Fix digging down (#1991) 2015-08-16 01:51:44 -05:00
PabstMirror
fc6cd34d33 params, cleanup 2015-08-15 14:35:33 -05:00
PabstMirror
7203bb2a3d Cleanup Debug, Limit Satchel Mass 2015-08-05 12:22:43 -05:00
PabstMirror
a6292db1e8 #2018 - Dead Mans Switch / unconscious 2015-08-05 11:54:45 -05:00
PabstMirror
9f078d405b Tweak Place when Prone 2015-07-25 02:10:33 -05:00
PabstMirror
bff629be9c Fix PositionAsl / Update mouse hints 2015-07-25 01:42:17 -05:00
PabstMirror
bc953b32bc More Stuff 2015-07-18 00:36:47 -05:00
PabstMirror
df90c4b88e More Attach Stuff 2015-07-16 23:59:31 -05:00
PabstMirror
1f4488253d Only attach some triggers 2015-07-15 23:52:47 -05:00
PabstMirror
7cc2628c53 Stuff 2015-07-15 03:18:19 -05:00
PabstMirror
104d1a1cc7 Attaching (Rotate to verticle) 2015-07-15 02:54:38 -05:00
PabstMirror
6130b5b373 Working Demo 2015-07-14 00:24:55 -05:00
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
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
Explosives - Local defuse objects
2015-05-30 15:46:07 -05:00
jonpas
d934c25b78 Merge branch 'master' into macroSTR
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++:
*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
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
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
"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
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
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
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.
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.
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.
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
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
Garth L-H de Wet
357927902d Fixed incorrect variable getting in openPlaceUI function. 2015-02-04 02:14:55 +02:00
Nicolás Badano
18fa6f9850 Merge branch 'master' of github.com:KoffeinFlummi/ACE3 into aceSettings 2015-02-03 17:48:24 -03:00
Nicolás Badano
74d0ae95ff Change ACE_Settings from modules 2015-02-03 02:53:02 -03:00
Garth L-H de Wet
c96882dd02 Fixed incorrect header comment for explosives. 2015-02-02 11:42:14 +02:00
Garth L-H de Wet
2440e4fa69 Fixed incorrect indenting with headers in explosives. 2015-02-02 10:35:17 +02:00