ACE3/addons/explosives/functions/fnc_selectTrigger.sqf
Garth L-H de Wet c020128f0e Made explosives use children action points rather than the listbox at all points.
Added the ability to defuse on explosives. "on explosives", there is a helper object that handles defusing.

Known issue, it appears that the attachTo explosives don't detonate. This means the currently approach should be changed to a object variable method, instead of an attached object method.
2015-03-31 23:20:32 +02:00

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/*
* Author: Garth 'L-H' de Wet
* Selects a trigger for an explosive.
*
* Arguments:
* 0: Explosive <OBJECT>
* 1: Magazine <STRING>
* 2: Trigger mode <STRING>
*
* Return Value:
* None
*
* Example:
* [_explosive, "SatchelCharge_Remote_Mag","Timer"] call ACE_Explosives_fnc_selectTrigger;
*
* Public: No
*/
#include "script_component.hpp"
private ["_config"];
closeDialog 0;
call EFUNC(interaction,hideMenu);
EXPLODE_3_PVT(_this,_explosive,_magazine,_trigger);
_config = ConfigFile >> "CfgACE_Triggers" >> _trigger;
// If the onSetup function returns true, it is handled elsewhere
if (isText(_config >> "onSetup") && {[_explosive,_magazine] call compile getText (_config >> "onSetup")}) exitWith {};
[ACE_player, getPosATL _explosive, _explosive getVariable [QGVAR(Direction), 0],_magazine, _trigger, [], _explosive] call ACE_Explosives_fnc_placeExplosive;