#include "script_component.hpp" /* * Author: VKing * Detonate explosives via script, for use in triggers or mission scripts to detonate editor-placed explosives. * * Arguments: * 0: Explosives objects to detonate * 1: Fuze delay (for each explosive; use negative number for random time up to value) (default: 0) * 2: Trigger Item Classname (default: "#scripted") * * Return Value: * None * * Example: * [[charge1, charge2, charge3], -1] call ace_explosives_fnc_scriptedExplosive * [[claymore1, claymore2]] call ace_explosives_fnc_scriptedExplosive * * Public: Yes */ params [["_explosiveArr", [], [[], objNull]], ["_fuzeTime", 0, [0]], ["_triggerClassname", "#scripted", [""]]]; if (_explosiveArr isEqualType objNull) then { _explosiveArr = [_explosiveArr]; }; { private _detTime = if (_fuzeTime < 0) then {random abs _fuzeTime} else {_fuzeTime}; [objNull, -1, [_x, _detTime], _triggerClassname] call FUNC(detonateExplosive); } forEach _explosiveArr;