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* Fixed GVARs in explosives wiki * Standardize double spaced comments
207 lines
7.1 KiB
Markdown
207 lines
7.1 KiB
Markdown
---
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layout: wiki
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title: Explosives Framework
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description: Explains how to set-up custom explosives with the ACE3 explosives system.
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group: framework
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order: 5
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parent: wiki
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mod: ace
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version:
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major: 3
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minor: 0
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patch: 0
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---
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<div class="panel callout">
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<h5>Note:</h5>
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<p>This is just the necessary to make explosives using the framework, this is not a guide to make your own explosives.</p>
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</div>
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## 1. Explosives
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### 1.1 Setting the magazine
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```cpp
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class CfgMagazines {
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class CA_Magazine;
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class banana_satchel_remote_mag: CA_Magazine {
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ACE_Explosives_Placeable = 1; // Can be placed
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useAction = 0; // Disable the vanilla interaction
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ACE_Explosives_SetupObject = "banana_satchel_place"; // The object placed before the explosive is armed
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ACE_Explosives_DelayTime = 1.5; // Seconds between trigger activation and explosion
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class ACE_Triggers { // Trigger configurations
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SupportedTriggers[] = {"Timer", "Command", "MK16_Transmitter", "DeadmanSwitch"}; // Triggers that can be used
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class Timer {
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FuseTime = 0.5; // Time for the fuse to burn
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};
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class Command {
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FuseTime = 0.5;
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};
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class MK16_Transmitter: Command {};
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class DeadmanSwitch: Command {};
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};
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};
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};
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```
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### 1.2 Setting the ammo
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```cpp
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class CfgAmmo {
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class PipeBombBase;
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class SatchelCharge_Remote_Ammo: PipeBombBase {
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soundActivation[] = {"", 0, 0, 0}; // No sound on activation
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soundDeactivation[] = {"", 0, 0, 0}; // No sound on deactivation
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triggerWhenDestroyed = 1; // (Optional) Explode when the object is shot and destroyed (after being placed) (0-disabled, 1-enabled).
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ACE_explodeOnDefuse = 0.02; // (Optional) Add a chance for the explosive to detonate after being disarmed (in percent)
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ACE_explosives_defuseObjectPosition[] = {-1.415, 0, 0.12}; // (Optional) The position relative to the model where the defuse helper object will be attached and thus the interaction point will be rendered
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ACE_explosives_size = 0; // (Optional) Setting to 1 will use a defusal action with a larger radius (useful for large mines or mines with a wide pressure plane trigger area)
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};
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};
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```
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### 1.3 Adding the place item
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```cpp
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class CfgVehicles {
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class ACE_Explosives_Place;
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class banana_satchel_place: ACE_Explosives_Place {
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displayName = "Banana satchel"; // Name of the item
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model = ""; // Path to your model
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ACE_offset[] = {0, 0, 0}; // Offset of the interaction point from the model in meters on the X,Y,Z axis. Try setting this to the place where it makes most sense (e.g. to buttons/switches/pins)
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};
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};
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```
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## 2. Mines
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### 2.1 Setting the magazine
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_Pretty much the same as Explosives except that we inherit from_ `ATMine_Range_Mag` _instead of_ `CA_Magazine`.
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```cpp
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class CfgMagazines {
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class ATMine_Range_Mag;
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class BananaMine_Range_Mag: ATMine_Range_Mag {
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ACE_Explosives_SetupObject = "BananaMine_Place"; // The object placed before the mine is armed
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class ACE_Triggers { // Triggers
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SupportedTriggers[] = {"PressurePlate"}; // This mine only support pressure plate activation
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class PressurePlate {
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digDistance = 0.05;
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};
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};
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};
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};
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```
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### 2.2 Setting up the Ammo
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The class you inherit from depends of what type of trigger you are using, for `PressurePlate` and `Tripwire` you can skip this step, for timers and clackers refer to the Explosives entry.
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Directional mines inherit from `DirectionalBombBase`.
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## 3. Adding your own detonators
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```cpp
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class CfgWeapons {
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class ACE_ItemCore; // ACE3 base item class
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class ACE_Clacker; // Clacker base class
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class banana_clacker: ACE_Clacker {
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displayName = "banana clacker"; // Name of the item
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picture = ""; // Path to the item's picture
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ACE_Explosives_Range = 9000; // Explosives activation range in meters
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ACE_Explosives_triggerType = "Command"; // Trigger type, see below
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};
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};
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```
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## 4. Trigger list
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Name | Use
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---- | -----
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`Command` | Explode when activated via clacker.
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`MK16_Transmitter` | Explode when activated via M26 clacker.
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`DeadManSwitch` | Explode after activated via the switch or the person dies.
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`Cellphone` | Explode when the number is called.
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`PressurePlate` | Explode upon being stepped upon.
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`IRSensor` | Explode after movement is detected in front of the mine.
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`Timer` | Explode after timer drop to 0.
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`Tripwire` | Explode when something touch the tripwire.
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## 5. Scripting
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### 5.1 Scripted Explosion
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`ace_explosives_fnc_scriptedExplosive`
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| Arguments | Type | Optional (default value)
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---| --------- | ---- | ------------------------
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0 | Explosive objects | Array | Required
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1 | Delay before detonation | Number | Optional (default: `0`, randomized up to given number if negative)
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**R** | None | None | Return value
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#### 5.1.1 Example
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`[[charge1, charge2], -3] call ace_explosives_fnc_scriptedExplosive;`
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| Arguments | Explanation
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---| --------- | -----------
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0 | `[charge1, charge2]` | Explosive objects to detonate
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1 | `-3` | Randomized delay, up to 3 seconds
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### 5.2 Connect Explosive
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`ace_explosives_fnc_connectExplosive`
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| Arguments | Type | Optional (default value)
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---| --------- | ---- | ------------------------
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0 | Unit to connect to | Object | Required
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1 | Explosive object to connect to | Object | Required
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2 | Detonator type class name (must be present on unit) | String | Required
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**R** | None | None | Return value
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#### 5.2.1 Example
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`[player, claymore1, "ACE_Clacker"] call ace_explosives_fnc_connectExplosive;`
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| Arguments | Explanation
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---| --------- | -----------
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0 | `player` | Unit explosive will connect to
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1 | `claymore1` | Explosive object that will be connected
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2 | `"ACE_Clacker"` | Detonator type class name
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#### 5.3 Detonation Handler.
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Detonation Handlers are called when something attempts to trigger an explosive. They can be used to block the detonation.
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These are only used for script based triggers like clackers, cellphone and timers (anything that uses `detonateExplosive`).
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Sensor based triggers like AT Mines, Tripwires are uneffected.
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All added handlers will be called, if ANY one returns false, the detonation will be blocked.
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`[{CODE}] call ace_explosives_fnc_addDetonateHandler;`
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CODE will be passed `[Unit<OBJECT>, MaxRange <NUMBER>, Explosive <OBJECT>, FuzeTime <NUMBER>, TriggerItem <STRING>]` and should return a bool: true(allowed) / false(blocked)
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#### 5.3.1 Example
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Jammer that blocks RF triggers:
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```cpp
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[{
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params ["_unit", "_range", "_explosive", "_fuzeTime", "_triggerItem"];
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if (_triggerItem == "ace_cellphone") exitWith { systemChat "Blocking Cell Phone"; false }; // always block cell phones
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if (_triggerItem == "ace_m26_clacker") exitWith {
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_range = _range / 1000;
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private _actualRange = _unit distance _explosive;
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systemChat format ["Limited Range For RF Clacker [%1m / %2m]", _actualRange toFixed 1, _range toFixed 1];
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(_actualRange < _range) // return bool
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};
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// allow anything else (like timers / wired clackers)
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true
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}] call ace_explosives_fnc_addDetonateHandler;
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```
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