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08217f460e
* Explosives - Add code handler for detonation * Add info to wiki * Fix cellphone in demo code, move example to wiki
32 lines
1009 B
Plaintext
32 lines
1009 B
Plaintext
/*
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* Author: VKing
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* Detonate explosives via script, for use in triggers or mission scripts to
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* detonate editor-placed explosives.
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*
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* Arguments:
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* 0: Explosives objects to detonate <OBJECT or ARRAY>
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* 1: Fuze delay (for each explosive; use negative number for random time up to value) <NUMBER> <OPTIONAL>
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* 2: Trigger Item Classname <STRING><OPTIONAL>
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*
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* Return Value:
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* None
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*
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* Example:
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* [[charge1, charge2, charge3], -1] call ACE_Explosives_fnc_scriptedExplosive;
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* [[claymore1, claymore2]] call ACE_Explosives_fnc_scriptedExplosive;
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*
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* Public: Yes
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*/
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#include "script_component.hpp"
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params [["_explosiveArr", [], [[], objNull]], ["_fuzeTime", 0, [0]], ["_triggerClassname", "#scripted", [""]]];
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if (_explosiveArr isEqualType objNull) then {
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_explosiveArr = [_explosiveArr];
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};
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{
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private _detTime = if (_fuzeTime < 0) then {random abs _fuzeTime} else {_fuzeTime};
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[objNull, -1, [_x, _detTime], _triggerClassname] call FUNC(detonateExplosive);
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} forEach _explosiveArr;
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