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Not all explosives detonate on destruction, so their ammo config must be checked to see if they will. ACE_Explosives adds a property to define the associated ammo which *will* detonate on destruction, which is used if present. Otherwise a generic small explosion happens. |
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.. | ||
functions | ||
sounds | ||
$PBOPREFIX$ | ||
ACE_Settings.hpp | ||
CfgAmmo.hpp | ||
CfgCloudlets.hpp | ||
CfgEden.hpp | ||
CfgEventHandlers.hpp | ||
CfgSFX.hpp | ||
CfgVehicles.hpp | ||
config.cpp | ||
script_component.hpp | ||
stringtable.xml | ||
XEH_postInit.sqf | ||
XEH_preInit.sqf | ||
XEH_PREP.hpp | ||
XEH_preStart.sqf |