ACE3/addons/explosives
2015-06-26 21:34:34 +02:00
..
Data 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
functions final fixes 2015-06-15 20:55:49 +01:00
UI second batch of icons 2015-03-23 20:02:35 +01:00
$PBOPREFIX$ Added $PBOPREFIX$ for explosives. 2015-01-12 13:42:02 +02:00
ACE_Settings.hpp final fixes 2015-06-15 20:55:49 +01:00
ACE_Triggers.hpp Macroize all stringtables 2015-06-05 21:02:24 -05:00
CfgAmmo.hpp improved explosives v2.1 2015-06-06 19:04:58 +01:00
CfgEventHandlers.hpp Made explosives Zeus and AI compatible specifically in regards to Deadman's switches. 2015-05-28 17:56:45 +02:00
CfgMagazines.hpp some fixes 2015-06-14 16:09:01 +01:00
CfgModule.hpp fixed conflicts 2015-06-14 09:36:03 +01:00
CfgVehicles.hpp Merge pull request #1541 from jonpas/sitting 2015-06-26 21:34:34 +02:00
CfgWeapons.hpp Macroize all stringtables 2015-06-05 21:02:24 -05:00
config.cpp Second batch of settings files 2015-05-14 20:59:25 +02:00
ExplosivesUI.hpp Fixed Black Cellphone Display after 1.46 2015-06-13 22:12:32 +02:00
README.md Create README.md 2015-01-26 13:42:07 +01:00
script_component.hpp Attach the real explosive 2015-04-28 23:57:11 -05:00
stringtable.xml final fixes 2015-06-15 20:55:49 +01:00
XEH_postInit.sqf Merge pull request #1417 from acemod/localDefuseObjects 2015-05-30 15:46:07 -05:00
XEH_preInit.sqf Merge pull request #1417 from acemod/localDefuseObjects 2015-05-30 15:46:07 -05:00

ace_explosives

Completely replaces the vanilla explosives system, allowing precise placement and different trigger types.

Maintainers

The people responsible for merging changes to this component or answering potential questions.