---
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_scriptedExplosion`
| 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_scriptedExplosion;`
| 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