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* advanced_ballistics * advanced_fatigue * advanced_throwing * ai * aircraft * arsenal * atragmx * attach * backpacks * ballistics * captives * cargo * chemlights * common * concertina_wire * cookoff * dagr * disarming * disposable * dogtags * dragging * explosives * fastroping * fcs * finger * frag * gestures * gforces * goggles * grenades * gunbag * hearing * hitreactions * huntir * interact_menu * interaction * inventory * kestrel4500 * laser * laserpointer * logistics_uavbattery * logistics_wirecutter * magazinerepack * map * map_gestures * maptools * markers * medical * medical_ai * medical_blood * medical_menu * microdagr * minedetector * missileguidance * missionmodules * mk6mortar * modules * movement * nametags * nightvision * nlaw * optics * optionsmenu * overheating * overpressure * parachute * pylons * quickmount * rangecard * rearm * recoil * refuel * reload * reloadlaunchers * repair * respawn * safemode * sandbag * scopes * slideshow * spectator * spottingscope * switchunits * tacticalladder * tagging * trenches * tripod * ui * vector * vehiclelock * vehicles * viewdistance * weaponselect * weather * winddeflection * yardage450 * zeus * arsenal defines.hpp * optionals * DEBUG_MODE_FULL 1 * DEBUG_MODE_FULL 2 * Manual fixes * Add SQF Validator check for #include after block comment * explosives fnc_openTimerUI * fix uniqueItems
31 lines
1019 B
Plaintext
31 lines
1019 B
Plaintext
#include "script_component.hpp"
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/*
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* Author: VKing
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* Detonate explosives via script, for use in triggers or mission scripts to detonate editor-placed explosives.
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*
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* Arguments:
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* 0: Explosives objects to detonate <OBJECT or ARRAY>
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* 1: Fuze delay (for each explosive; use negative number for random time up to value) <NUMBER> (default: 0)
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* 2: Trigger Item Classname <STRING> (default: "#scripted")
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*
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* Return Value:
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* None
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*
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* Example:
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* [[charge1, charge2, charge3], -1] call ace_explosives_fnc_scriptedExplosive
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* [[claymore1, claymore2]] call ace_explosives_fnc_scriptedExplosive
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*
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* Public: Yes
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*/
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params [["_explosiveArr", [], [[], objNull]], ["_fuzeTime", 0, [0]], ["_triggerClassname", "#scripted", [""]]];
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if (_explosiveArr isEqualType objNull) then {
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_explosiveArr = [_explosiveArr];
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};
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{
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private _detTime = if (_fuzeTime < 0) then {random abs _fuzeTime} else {_fuzeTime};
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[objNull, -1, [_x, _detTime], _triggerClassname] call FUNC(detonateExplosive);
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} forEach _explosiveArr;
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