Commit Graph

27 Commits

Author SHA1 Message Date
PabstMirror
08217f460e Explosives - Add code handler for detonation (#5115)
* Explosives - Add code handler for detonation

* Add info to wiki

* Fix cellphone in demo code, move example to wiki
2017-05-10 11:28:44 -05:00
PabstMirror
a3c50a6c76 Add dev macro to quickly recompile functions (#4699) 2016-11-23 13:35:25 -06:00
esteldunedain
645ed3e63d Resync mine orientations in JIP. Fix #3317 2016-02-23 09:53:38 -03:00
commy2
46a239f9f6 precompile on game start 2016-02-22 15:20:36 +01:00
VKing
68531bd4a9 Merge branch 'master' into explosives_cleanup_plus_minetriggers 2016-01-22 14:15:45 +01:00
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
ed8b437a8f Prep function 2016-01-14 23:58:31 +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
cc8ac69feb Add function and action to detonate all explosives on a detonator 2016-01-05 23:47:01 +01:00
PabstMirror
a6292db1e8 #2018 - Dead Mans Switch / unconscious 2015-08-05 11:54:45 -05:00
PabstMirror
104d1a1cc7 Attaching (Rotate to verticle) 2015-07-15 02:54:38 -05:00
PabstMirror
23d300df52 Merge pull request #1417 from acemod/localDefuseObjects
Explosives - Local defuse objects
2015-05-30 15:46:07 -05:00
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
PabstMirror
297cbaef08 #1212 - Add PREP for explosive's module function 2015-05-14 18:49:11 -05:00
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
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
Nicolás Badano
386fee4694 Replace place list menu by dynamically created actions 2015-03-19 13:31:45 -03:00
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
89a81dbed1 Forgotten function added. 2015-02-19 12:40:21 +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
2440e4fa69 Fixed incorrect indenting with headers in explosives. 2015-02-02 10:35:17 +02:00
Garth L-H de Wet
eafc9e659c Fixed the headers of the explosives system to be the correct style. 2015-02-01 20:38:15 +02:00
PabstMirror
9631154926 Set ADDON variable in XEH_preInit 2015-01-29 01:38:46 -06:00
Garth L-H de Wet
fe056f10e1 Fixed errors in order to get explosives to load correctly without writing anything to config.
Will still need further testing once interaction is fully integrated.
2015-01-12 23:06:32 +02:00
Garth L-H de Wet
5e67de4d66 Ported AGM_Explosives to ace.
Marked locations where Scheduled Delay Execution will probably need to be used.
2015-01-12 11:48:26 +02:00