ACE3/addons/explosives
2015-05-28 17:56:45 +02:00
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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 Made explosives Zeus and AI compatible specifically in regards to Deadman's switches. 2015-05-28 17:56:45 +02:00
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 Second batch of settings files 2015-05-14 20:59:25 +02:00
ACE_Triggers.hpp renamed hpp to ACE_Triggers 2015-04-10 17:09:48 +02:00
CfgAmmo.hpp Explosives - Fix UBC 2015-05-17 17:21:31 -05:00
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 Prettified Explosive's CfgAmmo and CfgMagazines 2015-05-16 17:49:31 +02:00
CfgModule.hpp Remove tabs and repair errors @Glowbal found 2015-05-12 18:27:27 +02:00
CfgVehicles.hpp Revert "remove author from items inheriting ACE_ItemCore" 2015-04-21 19:07:42 -03:00
CfgWeapons.hpp Changed the tabs to 4 spaces. Hopefully. 2015-04-06 22:20:11 +02:00
config.cpp Second batch of settings files 2015-05-14 20:59:25 +02:00
ExplosivesUI.hpp Changed the tabs to 4 spaces. Hopefully. 2015-04-06 22:20:11 +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 added spansih translate 2015-05-27 15:27:04 +02:00
XEH_postInit.sqf Made explosives Zeus and AI compatible specifically in regards to Deadman's switches. 2015-05-28 17:56:45 +02:00
XEH_preInit.sqf Made explosives Zeus and AI compatible specifically in regards to Deadman's switches. 2015-05-28 17:56:45 +02:00

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.