Grim
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f088d9bfa1
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General - uiNamespace cleanup (#9425)
* fix clear trauma on stitch
* add compileFinal and move to hashmap
* add missin param
* fix captives
* explosives/medtreat
---------
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
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2023-10-04 14:09:05 -04:00 |
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Will/KJW
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beb4ec8f06
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Explosives - Add modded defusal kit support (#9353)
* Update CfgWeapons.hpp
* Update XEH_preStart.sqf
* Update XEH_preInit.sqf
* Update fnc_canDefuse.sqf
* Update fnc_canDefuse.sqf
* fix condition
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Update fnc_interactEH.sqf
* Update addons/explosives/functions/fnc_interactEH.sqf
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
---------
Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
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2023-09-01 17:52:28 -03:00 |
|
Filip Maciejewski
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4997a4c102
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Explosives - Fix mine defuse exclusion not workin before postInit is executed (#9170)
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2023-03-16 08:52:29 +00:00 |
|
Freddo
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e27110aac3
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Explosives - Add CBA settings for max/min/default timer values (#7916)
* Transfer to CBA settings, add timer options
* Remove wiki note
* Tweak arrays, stringtables
* moveToSQF
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2020-10-03 12:00:06 -05:00 |
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Dedmen Miller
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e2ac18a05d
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[WIP] Fix script errors reporting wrong line numbers (#6407)
* advanced_ballistics
* advanced_fatigue
* advanced_throwing
* ai
* aircraft
* arsenal
* atragmx
* attach
* backpacks
* ballistics
* captives
* cargo
* chemlights
* common
* concertina_wire
* cookoff
* dagr
* disarming
* disposable
* dogtags
* dragging
* explosives
* fastroping
* fcs
* finger
* frag
* gestures
* gforces
* goggles
* grenades
* gunbag
* hearing
* hitreactions
* huntir
* interact_menu
* interaction
* inventory
* kestrel4500
* laser
* laserpointer
* logistics_uavbattery
* logistics_wirecutter
* magazinerepack
* map
* map_gestures
* maptools
* markers
* medical
* medical_ai
* medical_blood
* medical_menu
* microdagr
* minedetector
* missileguidance
* missionmodules
* mk6mortar
* modules
* movement
* nametags
* nightvision
* nlaw
* optics
* optionsmenu
* overheating
* overpressure
* parachute
* pylons
* quickmount
* rangecard
* rearm
* recoil
* refuel
* reload
* reloadlaunchers
* repair
* respawn
* safemode
* sandbag
* scopes
* slideshow
* spectator
* spottingscope
* switchunits
* tacticalladder
* tagging
* trenches
* tripod
* ui
* vector
* vehiclelock
* vehicles
* viewdistance
* weaponselect
* weather
* winddeflection
* yardage450
* zeus
* arsenal defines.hpp
* optionals
* DEBUG_MODE_FULL 1
* DEBUG_MODE_FULL 2
* Manual fixes
* Add SQF Validator check for #include after block comment
* explosives fnc_openTimerUI
* fix uniqueItems
|
2018-09-17 14:19:29 -05:00 |
|
commy2
|
1a28d69b9e
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remove obsolete mine jip synch (#5895)
|
2017-12-12 18:01:47 +01:00 |
|
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 |
|