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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. |
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.. | ||
Data | ||
functions | ||
UI | ||
$PBOPREFIX$ | ||
CfgACE_Triggers.hpp | ||
CfgAmmo.hpp | ||
CfgEventHandlers.hpp | ||
CfgMagazines.hpp | ||
CfgModule.hpp | ||
CfgVehicles.hpp | ||
CfgWeapons.hpp | ||
config.cpp | ||
ExplosivesUI.hpp | ||
README.md | ||
script_component.hpp | ||
stringtable.xml | ||
XEH_postInit.sqf | ||
XEH_preInit.sqf |
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.