ACE3/addons/explosives
2015-03-24 19:12:23 +01:00
..
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 Removed obsolote code from ace_interaction (#109) 2015-02-28 23:00:24 -03:00
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
CfgACE_Triggers.hpp 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
CfgAmmo.hpp Ported AGM_Explosives to ace. 2015-01-12 11:48:26 +02:00
CfgEventHandlers.hpp explosives: Fix #32 2015-01-15 16:13:12 -03:00
CfgMagazines.hpp 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
CfgModule.hpp second batch of icons 2015-03-23 20:02:35 +01:00
CfgVehicles.hpp Cleanup exception names 2015-03-23 15:22:26 -05:00
CfgWeapons.hpp Added the cellphone as a item. 2015-02-04 02:15:31 +02:00
config.cpp Merge branch 'master' into IEDSupport 2015-02-19 12:26:38 +02:00
ExplosivesUI.hpp 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
README.md Create README.md 2015-01-26 13:42:07 +01:00
script_component.hpp Ported AGM_Explosives to ace. 2015-01-12 11:48:26 +02:00
stringtable.xml Tweaks on action names to: 2015-03-24 00:16:32 -03:00
XEH_postInit.sqf 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
XEH_preInit.sqf Forgotten function added. 2015-02-19 12:40:21 +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.