Garth L-H de Wet
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910a6a16ab
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Split out the EPEContactStart code into its own function since it was quite long.
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2015-02-20 00:44:54 +02:00 |
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Garth L-H de Wet
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96404bc42a
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Fixed isNull check not working. Fixed audio not being found.
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2015-02-19 15:59:14 +02:00 |
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Garth L-H de Wet
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f5a6f6f404
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Fixed various points raised in the PR.
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2015-02-19 15:30:01 +02:00 |
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Garth L-H de Wet
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00643c3c83
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Ensured actual fuse time is used instead of simply 1.
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2015-02-19 12:39:13 +02:00 |
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Garth L-H de Wet
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8c83320675
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Separated dialing phone code into separate function to neaten up the original function.
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2015-02-19 12:32:41 +02:00 |
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Garth L-H de Wet
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e592f233f3
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Merge branch 'master' into IEDSupport
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2015-02-19 12:26:38 +02:00 |
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Garth L-H de Wet
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4d38e19f8c
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Should avoid potential conflicts of IED codes.
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2015-02-04 02:19:56 +02:00 |
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Garth L-H de Wet
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749d068d2d
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Added IED handling (for the player and support for AI). Can dial an IED and it will ring before exploding.
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2015-02-04 02:16:47 +02:00 |
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Garth L-H de Wet
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357927902d
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Fixed incorrect variable getting in openPlaceUI function.
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2015-02-04 02:14:55 +02:00 |
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Nicolás Badano
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18fa6f9850
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Merge branch 'master' of github.com:KoffeinFlummi/ACE3 into aceSettings
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2015-02-03 17:48:24 -03:00 |
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Nicolás Badano
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74d0ae95ff
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Change ACE_Settings from modules
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2015-02-03 02:53:02 -03:00 |
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Garth L-H de Wet
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c96882dd02
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Fixed incorrect header comment for explosives.
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2015-02-02 11:42:14 +02:00 |
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Garth L-H de Wet
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2440e4fa69
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Fixed incorrect indenting with headers in explosives.
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2015-02-02 10:35:17 +02:00 |
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Garth L-H de Wet
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eafc9e659c
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Fixed the headers of the explosives system to be the correct style.
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2015-02-01 20:38:15 +02:00 |
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PabstMirror
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5e932f8c71
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Replace calls to progressBar
Mag repack
Defuse
Swap Barrel
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2015-01-26 00:24:33 -06:00 |
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Nicolás Badano
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4926b6970b
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fixes typos
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2015-01-17 13:45:56 -03:00 |
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Nicolás Badano
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fefb599a55
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explosives: change addPerFrameHandler to waitAndExecute
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2015-01-17 03:09:51 -03:00 |
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Nicolás Badano
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800e16edc5
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explosives: fix timer in case the game pauses
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2015-01-17 02:14:09 -03:00 |
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Nicolás Badano
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a4a4ca39f6
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explosives: fixed timer #26
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2015-01-15 17:06:38 -03:00 |
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Nicolás Badano
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1d5201c0d7
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explosives: Fix #32
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2015-01-15 16:13:12 -03:00 |
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bux578
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de8ca47e88
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change some core to common
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2015-01-14 14:28:04 +01:00 |
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Nicolás Badano
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c16c5e756c
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explosives: fixes
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2015-01-14 10:13:04 -03:00 |
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Nicolás Badano
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167497ec2f
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small fixes for explosives and interaction
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2015-01-14 10:11:46 -03:00 |
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Garth L-H de Wet
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66eeba7df1
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Fixed small errors that expressed themselves when getting explosives in game.
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2015-01-13 23:49:27 +02:00 |
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Garth L-H de Wet
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0e09d5de67
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Added the function's script_component.hpp that includes the correct file. To reduce potential pain areas if a rename occurs.
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2015-01-13 23:21:31 +02:00 |
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Garth L-H de Wet
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6d8708618a
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Wrapped BIS and CBA function calls in CALLSTACK.
Converted startTimer to CBA's perFrameEventHandler.
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2015-01-13 12:13:43 +02:00 |
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Garth L-H de Wet
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43bac209d9
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Changed EGVAR to not have spaces in macro call.
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2015-01-13 12:12:59 +02:00 |
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Garth L-H de Wet
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fe056f10e1
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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.
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2015-01-12 23:06:32 +02:00 |
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Garth L-H de Wet
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4926694bda
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Changed all core external to common as the rename was done.
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2015-01-12 22:39:37 +02:00 |
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Garth L-H de Wet
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bfd9aedfa0
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Updated pathing for script_component.hpp and updated images to use PATHTOF.
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2015-01-12 19:11:43 +02:00 |
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Garth L-H de Wet
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5e67de4d66
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Ported AGM_Explosives to ace.
Marked locations where Scheduled Delay Execution will probably need to be used.
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2015-01-12 11:48:26 +02:00 |
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