--- layout: wiki title: Explosives Framework description: Explains how to set-up custom explosives with the ACE3 explosives system. group: framework order: 5 parent: wiki mod: ace version: major: 3 minor: 0 patch: 0 ---
Note:

This is just the necessary to make explosives using the framework, this is not a guide to make your own explosives.

## 1. Explosives ### 1.1 Setting the magazine ```cpp class CfgMagazines { class CA_Magazine; class banana_satchel_remote_mag: CA_Magazine { ACE_Placeable = 1; // Can be placed useAction = 0; // Disable the vanilla interaction ACE_SetupObject = "banana_satchel_place"; // The object placed before the explosive is armed class ACE_Triggers { // Trigger configurations SupportedTriggers[] = {"Timer", "Command", "MK16_Transmitter", "DeadmanSwitch"}; // Triggers that can be used class Timer { FuseTime = 0.5; // Time for the fuse to burn }; class Command { FuseTime = 0.5; }; class MK16_Transmitter: Command {}; class DeadmanSwitch: Command {}; }; }; }; ``` ### 1.2 Setting the ammo ```cpp class CfgAmmo { class PipeBombBase; class SatchelCharge_Remote_Ammo: PipeBombBase { soundActivation[] = {"", 0, 0, 0}; // No sound on activation soundDeactivation[] = {"", 0, 0, 0}; // No sound on deactivation triggerWhenDestroyed = 1; // (Optional) Explode when the object is shot and destroyed (after being placed) (0-disabled, 1-enabled). ACE_explodeOnDefuse = 0.02; // (Optional) Add a chance for the explosive to detonate after being disarmed (in percent) ACE_explosives_defuseObjectPosition[] = {-1.415, 0, 0.12}; // (Optional) The position relative to the model where the defuse helper object will be attached and thus the interaction point will be rendered }; }; ``` ### 1.3 Adding the place item ```cpp class CfgVehicles { class ACE_Explosives_Place; class banana_satchel_place: ACE_Explosives_Place { displayName = "Banana satchel"; // Name of the item model = ""; // Path to your model ACE_offset[] = {0, 0, 0}; // Offset of the interaction point from the model in meters on the X,Y,Z axis. Try setting this to the place where it makes most sense (e.g. to buttons/switches/pins) }; }; ``` ## 2. Mines ### 2.1 Setting the magazine _Pretty much the same as Explosives except that we inherit from_ `ATMine_Range_Mag` _instead of_ `CA_Magazine`. ```cpp class CfgMagazines { class ATMine_Range_Mag; class BananaMine_Range_Mag: ATMine_Range_Mag { ACE_SetupObject = "BananaMine_Place"; // The object placed before the mine is armed class ACE_Triggers { // Triggers SupportedTriggers[] = {"PressurePlate"}; // This mine only support pressure plate activation class PressurePlate { digDistance = 0.05; }; }; }; }; ``` ### 2.2 Setting up the Ammo The class you inherit from depends of what type of trigger you are using, for `PressurePlate` and `Tripwire` you can skip this step, for timers and clackers refer to the Explosives entry. Directional mines inherit from `DirectionalBombBase`. ## 3. Adding your own detonators ```cpp class CfgWeapons { class ACE_ItemCore; // ACE3 base item class class ACE_Clacker; // Clacker base class class banana_clacker: ACE_Clacker { displayName = "banana clacker"; // Name of the item picture = ""; // Path to the item's picture ACE_Range = 9000; // Explosives activation range in meters }; }; ``` ## 4. Trigger list Name | Use ---- | ----- `Command` | Explode when activated via clacker. `MK16_Transmitter` | Explode when activated via M26 clacker. `DeadManSwitch` | Explode after activated via the switch or the person dies. `Cellphone` | Explode when the number is called. `PressurePlate` | Explode upon being stepped upon. `IRSensor` | Explode after movement is detected in front of the mine. `Timer` | Explode after timer drop to 0. `Tripwire` | Explode when something touch the tripwire. ## 5. Scripting ### 5.1 Scripted Explosion `ace_explosives_fnc_scriptedExplosive` | Arguments | Type | Optional (default value) ---| --------- | ---- | ------------------------ 0 | Explosive objects | Array | Required 1 | Delay before detonation | Number | Optional (default: `0`, randomized up to given number if negative) **R** | None | None | Return value #### 5.1.1 Example `[[charge1, charge2], -3] call ace_explosives_fnc_scriptedExplosive;` | Arguments | Explanation ---| --------- | ----------- 0 | `[charge1, charge2]` | Explosive objects to detonate 1 | `-3` | Randomized delay, up to 3 seconds ### 5.2 Connect Explosive `ace_explosives_fnc_connectExplosive` | Arguments | Type | Optional (default value) ---| --------- | ---- | ------------------------ 0 | Unit to connect to | Object | Required 1 | Explosive object to connect to | Object | Required 2 | Detonator type class name (must be present on unit) | String | Required **R** | None | None | Return value #### 5.2.1 Example `[player, claymore1, "ACE_Clacker"] call ace_explosives_fnc_connectExplosive;` | Arguments | Explanation ---| --------- | ----------- 0 | `player` | Unit explosive will connect to 1 | `claymore1` | Explosive object that will be connected 2 | `"ACE_Clacker"` | Detonator type class name