commy2
|
46a239f9f6
|
precompile on game start
|
2016-02-22 15:20:36 +01:00 |
|
PabstMirror
|
a6292db1e8
|
#2018 - Dead Mans Switch / unconscious
|
2015-08-05 11:54:45 -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 |
|
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
|
44c597f7c5
|
Explosives, 2 spaces to 4 space tab.
|
2015-04-06 22:10:00 +02:00 |
|
Nicolás Badano
|
1d5201c0d7
|
explosives: Fix #32
|
2015-01-15 16:13:12 -03:00 |
|
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 |
|