esteldunedain
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645ed3e63d
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Resync mine orientations in JIP. Fix #3317
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2016-02-23 09:53:38 -03:00 |
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commy2
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46a239f9f6
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precompile on game start
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2016-02-22 15:20:36 +01:00 |
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VKing
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68531bd4a9
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Merge branch 'master' into explosives_cleanup_plus_minetriggers
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2016-01-22 14:15:45 +01:00 |
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Thomas Kooi
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33479ffcae
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Merge pull request #3146 from acemod/Explosives_DetonateTrigger
Function to detonate explosives via script
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2016-01-19 09:38:43 +01:00 |
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VKing
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ed8b437a8f
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Prep function
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2016-01-14 23:58:31 +01:00 |
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VKing
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4fc7c3065e
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Rename to fnc_scriptedExplosive
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2016-01-11 23:41:33 +01:00 |
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VKing
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01dd663337
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Add fnc_detonateExplosiveTrigger
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2016-01-11 23:36:34 +01:00 |
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VKing
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cc8ac69feb
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Add function and action to detonate all explosives on a detonator
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2016-01-05 23:47:01 +01:00 |
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PabstMirror
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a6292db1e8
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#2018 - Dead Mans Switch / unconscious
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2015-08-05 11:54:45 -05:00 |
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PabstMirror
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104d1a1cc7
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Attaching (Rotate to verticle)
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2015-07-15 02:54:38 -05:00 |
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PabstMirror
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23d300df52
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Merge pull request #1417 from acemod/localDefuseObjects
Explosives - Local defuse objects
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2015-05-30 15:46:07 -05:00 |
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Garth L-H de Wet
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529e200a4c
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Made explosives Zeus and AI compatible specifically in regards to Deadman's switches.
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2015-05-28 17:56:45 +02:00 |
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PabstMirror
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5f2bee09e4
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Create Defuse Helpers on demand
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2015-05-27 14:09:06 -05:00 |
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PabstMirror
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297cbaef08
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#1212 - Add PREP for explosive's module function
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2015-05-14 18:49:11 -05:00 |
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Garth L-H de Wet
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7d5555a2e0
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Renamed functions to be more inline with their purpose.
Removed legacy code.
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2015-04-01 19:09:19 +02:00 |
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Garth L-H de Wet
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613257141b
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Merge branch 'removedExpPlaceMenu' into explosiveInteraction
Conflicts:
addons/explosives/CfgVehicles.hpp
addons/explosives/functions/fnc_openPlaceUI.sqf
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2015-03-31 19:29:09 +02:00 |
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Nicolás Badano
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386fee4694
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Replace place list menu by dynamically created actions
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2015-03-19 13:31:45 -03:00 |
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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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89a81dbed1
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Forgotten function added.
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2015-02-19 12:40:21 +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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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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9631154926
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Set ADDON variable in XEH_preInit
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2015-01-29 01:38:46 -06:00 |
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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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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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