Hossus 13 Posted May 17, 2020 HI so what i did is, i put down a Tripwire Flare if someone walks over it it spawns a Flashbang effect trigger con: !alive flash trigger activ: Flashbang = "ACE_G_M84" createVehicle (getMarkerPos "FlashB"); [Flashbang] call ace_grenades_fnc_flashbangThrownFuze; this part works just fine but i am trying to not spawn the effect if someone is defusing the tripwire flare. i got no idea how to do this. any good advice? Share this post Link to post Share on other sites
pierremgi 4930 Posted May 18, 2020 Well I spent time on it. Planted mines are objects but you can't pass any variable on them. Absolutely weird and undocumented. Still searching... 2 Share this post Link to post Share on other sites
Hossus 13 Posted May 18, 2020 thanks no problem it just was a idea if you find something please let me know Share this post Link to post Share on other sites
Harzach 2518 Posted May 18, 2020 I was hoping ACE had a function that threw an "explosive defused" variable or something. Maybe detect the effect of the flare to trigger the flashbang? Share this post Link to post Share on other sites
johnnyboy 3799 Posted May 18, 2020 Its very doable. You can place a tripwire mine, and set enableSimulation to false. Then place a narrow rectangle trigger over the wire, and use that to call your flashbang script. Remember to delete the tripwire mine object in your bang script. Share this post Link to post Share on other sites
Harzach 2518 Posted May 18, 2020 On 5/18/2020 at 3:58 PM, johnnyboy said: Its very doable. You can place a tripwire mine, and set enableSimulation to false. Then place a narrow rectangle trigger over the wire, and use that to call your flashbang script. Remember to delete the tripwire mine object in your bang script. That removes the possibility of defusing it, though. Share this post Link to post Share on other sites
johnnyboy 3799 Posted May 18, 2020 On 5/18/2020 at 4:13 PM, Harzach said: That removes the possibility of defusing it, though. true, unless you script defusing it (which is more work of course). 1 Share this post Link to post Share on other sites
Hossus 13 Posted May 18, 2020 Quote On 5/18/2020 at 4:13 PM, Harzach said: That removes the possibility of defusing it, though. exactly Share this post Link to post Share on other sites
Harzach 2518 Posted May 18, 2020 On 5/18/2020 at 4:59 PM, johnnyboy said: true, unless you script defusing it (which is more work of course). Between vanilla defusing and the ACE defusing system, that would seem like overkill 🙂 2 Share this post Link to post Share on other sites
Hossus 13 Posted May 18, 2020 Nevermind Guys it just was a funny idea thx anyways Share this post Link to post Share on other sites
pierremgi 4930 Posted May 18, 2020 The very very weird thing is that defused mines are no more in allMines. So the command mineActive is useless because you can't check defused mine. 2 Share this post Link to post Share on other sites