s.rodge 0 Posted September 3, 2018 So I have managed to get a custom explosive in game and place-able with ACE interaction. I can even set a trigger but it will not detonate. #define _ARMA_ class CfgPatches { class Rodge_Explosives //Addon Name { //Meta information for editor name = "Beer Explosives"; author = "S. Rodge"; url = "" //Required Information requiredVersion = 0.1; requiredAddons[] = {"A3_Weapons_F"}; units[] = {"beer_explosives"}; //links to CfgVehicles classes weapons[] = {}; }; }; class CfgWeapons { class Default; class Put: Default { muzzles[] += {"beer_explosives_Muzzle"}; class PutMuzzle; class beer_explosives_Muzzle: PutMuzzle { displayName = "6-Pack Beer"; magazines[] = {"6pac_Mag"}; enableAttack = 1; showToPlayer = 0; autoreload = 0; }; }; }; class CfgVehicles { class ACE_Explosives_Place; class beer_explosives_place: ACE_Explosives_Place { displayName = "6-Pack Beer"; // Name of the item model = "\beer\beer.p3d"; // Path to your model ACE_offset[] = {0, 0, 0}; // Offset of the interaction point from the model in meters on the X,Y,Z axis. Try setting this to the place where it makes most sense (e.g. to buttons/switches/pins) mapSize = 0.25; author = "S. Rodge"; _generalMacro = "SatchelCharge_F"; scope = 2; icon = "iconExplosiveGP"; ammo = "SatchelCharge_Remote_Ammo"; }; }; class cfgAmmo { class PipeBombBase; class SatchelCharge_Remote_Ammo: PipeBombBase { soundActivation[] = {"", 0, 0, 0}; // No sound on activation soundDeactivation[] = {"", 0, 0, 0}; // No sound on deactivation hit = 200; indirectHit = 150; indirectHitRange = 12.5; dangerRadiusHit = 200; suppressionRadiusHit = 40; model = "\beer\beer.p3d"; class CamShakeExplode { power = "(20*0.2)"; duration = "((round (16^0.5))*0.2 max 0.2)"; frequency = 20; distance = "((3 + 16^0.5)*8)"; }; mineModelDisabled = "\beer\beer.p3d"; soundHit[] = {"beer\Sounds\C2.wss",3,1,500}; defaultMagazine = "6pac_Mag"; ExplosionEffects = "MineNondirectionalExplosionSmall"; CraterEffects = "MineNondirectionalCraterSmall"; whistleDist = 32; triggerWhenDestroyed = 0; }; }; class cfgMagazines { class CA_Magazine; class 6pac_Mag: CA_Magazine { ACE_Explosives_Placeable = 1; // Can be placed useAction = 0; // Disable the vanilla interaction ACE_Explosives_SetupObject = "beer_explosives_place"; // The object placed before the explosive is armed ACE_Explosives_DelayTime = 1.5; // Seconds between trigger activation and explosion class ACE_Triggers { // Trigger configurations SupportedTriggers[] = {"Timer", "Command", "MK16_Transmitter", "DeadmanSwitch"}; // Triggers that can be used class Timer { FuseTime = 0.5; // Time for the fuse to burn }; class Command { FuseTime = 0.5; }; class MK16_Transmitter: Command {}; class DeadmanSwitch: Command {}; }; author = "S. Rodge"; scope = 2; displayName = "6-Pack Beer"; picture = "\beer\UI\beer.paa"; model = "\beer\beer.p3d"; descriptionShort = "6-Pack Beer"; class Library { libTextDesc = "6-Pack Beer"; }; descriptionUse = "6-Pack Beer"; type = "2* 256"; value = 5; ammo = "SatchelCharge_Remote_Ammo"; mass = 8; count = 1; initSpeed = 0; maxLeadSpeed = 0; weaponPoolAvailable = 1; allowedSlots[] = {901,701}; }; }; Share this post Link to post Share on other sites