mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
1.4 KiB
1.4 KiB
layout | title | description | group | order | parent |
---|---|---|---|---|---|
wiki | Useful Functions | A brief overview of ACE3 functions that could be useful for mission makers | missionmaker | 12 | wiki |
1. Explosives
1.1 Scripted Explosions
ace_explosives_fnc_scriptedExplosion
added in 3.5.0
Function to detonate a list of editor-placed explosives objects, for use with mission triggers or scripts.
Parameters
- An array of explosive objects to detonate
- Delay before explosives are detonated in seconds. If the number is negative, the delay will be randomized up to the number given. Default 0.
Return value
- None.
Examples
[[charge1, charge2, charge3], -3] call ACE_Explosives_fnc_scriptedExplosive;
[[claymore1]] call ACE_Explosives_fnc_scriptedExplosive;
ace_explosives_fnc_connectExplosive
added in 3.5.0
Function to connect an editor-placed explosive to a unit's detonator. Can be used on players or AI, but AI can only detonate explosives tied to a dead man's switch by getting killed.
Parameters
- Unit to connect to
- Explosive object to connect
- Detonator type to use, must be present on Unit. String of item class.
Return value
- None
Examples
[player, claymore1, "ACE_Clacker"] call ace_explosives_fnc_connectExplosive
[triggerman, IED_4, "ACE_DeadManSwitch"] call ace_explosives_fnc_connectExplosive
2. Interaction
to be done