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.
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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.
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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.
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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
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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
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
5e932f8c71
Replace calls to progressBar
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Mag repack
Defuse
Swap Barrel
2015-01-26 00:24:33 -06:00
Nicolás Badano
4926b6970b
fixes typos
2015-01-17 13:45:56 -03:00
Nicolás Badano
fefb599a55
explosives: change addPerFrameHandler to waitAndExecute
2015-01-17 03:09:51 -03:00
Nicolás Badano
800e16edc5
explosives: fix timer in case the game pauses
2015-01-17 02:14:09 -03:00
Nicolás Badano
a4a4ca39f6
explosives: fixed timer #26
2015-01-15 17:06:38 -03:00
Nicolás Badano
1d5201c0d7
explosives: Fix #32
2015-01-15 16:13:12 -03:00
bux578
de8ca47e88
change some core to common
2015-01-14 14:28:04 +01:00
Nicolás Badano
c16c5e756c
explosives: fixes
2015-01-14 10:13:04 -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
0e09d5de67
Added the function's script_component.hpp that includes the correct file. To reduce potential pain areas if a rename occurs.
2015-01-13 23:21:31 +02:00
Garth L-H de Wet
6d8708618a
Wrapped BIS and CBA function calls in CALLSTACK.
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Converted startTimer to CBA's perFrameEventHandler.
2015-01-13 12:13:43 +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.
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Will still need further testing once interaction is fully integrated.
2015-01-12 23:06:32 +02:00
Garth L-H de Wet
4926694bda
Changed all core external to common as the rename was done.
2015-01-12 22:39:37 +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.
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Marked locations where Scheduled Delay Execution will probably need to be used.
2015-01-12 11:48:26 +02:00