VKing
68531bd4a9
Merge branch 'master' into explosives_cleanup_plus_minetriggers
2016-01-22 14:15:45 +01:00
VKing
4e8ea4f8e6
Fix detonate action pictures
2016-01-15 00:25:02 +01:00
VKing
575f37c8fd
Add fnc_connectExplosive to add editor explosives to unit triggers
2016-01-14 23:05:26 +01:00
VKing
2c26d3836b
Some fixes for the zeus modules
2016-01-13 22:39:14 +01:00
VKing
058ea4e8f4
Actual editor mines
2016-01-13 01:03:50 +01:00
VKing
46643d44d0
Add editor/zeus modules for different trigger options
2016-01-13 00:13:56 +01:00
VKing
1706ca0adc
Move detonate actions from "Detonate" layer to "Explosives" layer.
...
Remove inconsistent ">>" from explosive actions.
2016-01-06 00:06:06 +01:00
bux
23bec6d9a8
Merge master into branch
2015-12-31 10:20:47 +01:00
bux
0e8eb5fac4
Remove obsolete hotkey entries
2015-12-30 11:23:52 +01:00
bux
d6c5643790
improve code style
2015-12-30 09:43:19 +01:00
bux
2a6042bf61
add interaction position and defuse object position
...
and reduce interaction distance
2015-12-30 09:11:57 +01:00
bux
112c002b0b
remove ace_offset entry
...
Ported from AGM and simply renamed. It wasn't even used in AGM.
2015-12-29 20:57:55 +01:00
ulteq
241e8acdd9
Merge pull request #1541 from jonpas/sitting
...
Sitting
2015-06-26 21:34:34 +02:00
ulteq
474e694309
Enable interaction with explosives while swimming
2015-06-19 11:49:38 +02:00
jonpas
29ce8f635e
Merge branch 'master' into sitting
...
Conflicts:
addons/kestrel4500/CfgVehicles.hpp
addons/microdagr/CfgVehicles.hpp
2015-06-13 21:43:42 +02:00
jonpas
332afb2174
Allow certain self-interactions while sitting
2015-06-09 16:17:05 +02:00
PabstMirror
32ce0aa6fd
Macroize all stringtables
2015-06-05 21:02:24 -05:00
jonpas
6072e14077
Changed all strings to macros (except external)
2015-05-27 19:04:25 +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
Garth L-H de Wet
7c73f7479e
Used a more suitable icon for taking explosives.
2015-04-03 09:51:32 +02:00
Garth L-H de Wet
703bc24657
Made picking up explosives use the new AddToInventory function from common.
2015-04-02 21:44:33 +02:00
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
Garth L-H de Wet
9c13a87d83
Merge branch 'master' into explosiveInteraction
2015-03-31 17:21:55 +02:00
Garth L-H de Wet
37fe824426
Added pickup action to put down explosives.
2015-03-31 17:12:12 +02:00
PabstMirror
20362e8dc9
Cleanup exception names
2015-03-23 15:22:26 -05:00
Nicolás Badano
386fee4694
Replace place list menu by dynamically created actions
2015-03-19 13:31:45 -03:00
PabstMirror
bed312dcee
Use MACRO_ADDITEM from main instead of redefining
2015-03-11 17:36:40 -05:00
Garth L-H de Wet
ece4c8e0bc
Merge branch 'master' into explosiveInteraction
2015-03-09 20:07:42 +02:00
Nicolás Badano
47eec69ebe
Removed old config entries
2015-03-01 01:33:38 -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
88af894f55
Added a SetTrigger action to placement items in preparation for changes over to a set trigger after place system as opposed to before.
2015-02-20 00:45:31 +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
Nicolás Badano
1d5201c0d7
explosives: Fix #32
2015-01-15 16:13:12 -03:00
Nicolás Badano
167497ec2f
small fixes for explosives and interaction
2015-01-14 10:11:46 -03:00
Garth L-H de Wet
66eeba7df1
Fixed small errors that expressed themselves when getting explosives in game.
2015-01-13 23:49:27 +02:00
Garth L-H de Wet
43bac209d9
Changed EGVAR to not have spaces in macro call.
2015-01-13 12:12:59 +02:00
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
57b766b48b
Updated to use CBA's ARR_2 macro.
2015-01-12 22:20:42 +02:00
Garth L-H de Wet
bfd9aedfa0
Updated pathing for script_component.hpp and updated images to use PATHTOF.
2015-01-12 19:11:43 +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