ACE3/addons/explosives/functions/fnc_scriptedExplosive.sqf
PabstMirror 08217f460e Explosives - Add code handler for detonation (#5115)
* Explosives - Add code handler for detonation

* Add info to wiki

* Fix cellphone in demo code, move example to wiki
2017-05-10 11:28:44 -05:00

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