ACE3/addons/explosives
2015-04-29 12:24:56 +02:00
..
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 Fixes: https://github.com/acemod/ACE3/pull/909#issuecomment-97377112 2015-04-29 12:24:56 +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_Triggers.hpp renamed hpp to ACE_Triggers 2015-04-10 17:09:48 +02:00
CfgAmmo.hpp Changed the tabs to 4 spaces. Hopefully. 2015-04-06 22:20:11 +02:00
CfgEventHandlers.hpp Changed the tabs to 4 spaces. Hopefully. 2015-04-06 22:20:11 +02:00
CfgMagazines.hpp Changed the tabs to 4 spaces. Hopefully. 2015-04-06 22:20:11 +02:00
CfgModule.hpp Changed the tabs to 4 spaces. Hopefully. 2015-04-06 22:20:11 +02:00
CfgVehicles.hpp Changed the tabs to 4 spaces. Hopefully. 2015-04-06 22:20:11 +02:00
CfgWeapons.hpp Changed the tabs to 4 spaces. Hopefully. 2015-04-06 22:20:11 +02:00
config.cpp renamed hpp to ACE_Triggers 2015-04-10 17:09:48 +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 Merge branch 'master' of https://github.com/NukeDev/ACE3 into NukeDev-master 2015-04-28 18:55:23 +02:00
XEH_postInit.sqf Private Variables 2015-04-29 00:05:02 -05:00
XEH_preInit.sqf Renamed functions to be more inline with their purpose. 2015-04-01 19:09:19 +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.