mason1996 14 Posted July 3, 2018 Im creating a mission at the moment and I have been browsing for about a hour on how I could add the action. I found a lot of info on how to add an Ace interaction action to player classes etc. but nothing to do with implementation of defusing something or what and where everything should be organised ie. Do I need to use a Description.ext + init.sqf before another .sqf file for the add action or do I just roll with putting the code into the mission init field for the editor. Anyways any help is greatly appreciated as it would add a great deal of immersion to the mission thanks :) Share this post Link to post Share on other sites
mason1996 14 Posted July 13, 2018 Can anyone help me with this? Share this post Link to post Share on other sites
lsd 147 Posted July 13, 2018 Does it have to be ACE? ace_interact_menu_fnc_addActionToObject If not, I often use this in missions; BIS_fnc_holdActionAdd I'd put the code into the objects init field, but init.sqf will work. Share this post Link to post Share on other sites
Dedmen 2700 Posted July 18, 2018 On 13.7.2018 at 3:29 PM, lsd said: Does it have to be ACE? ace_interact_menu_fnc_addActionToObject If not, I often use this in missions; BIS_fnc_holdActionAdd How to add the action is not the problem. On 3.7.2018 at 7:10 AM, mason1996 said: but nothing to do with implementation of defusing something How to do the actual defusing is the question. I don't know how to do that either though. And I would probably go for init.sqf. You don't need description.ext to be able to use init.sqf Share this post Link to post Share on other sites