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Skul

Camcreated satchels

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I've got three satchels created using the following:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">satchel1="pipebomb" camcreate getpos gl1

and

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">satchel2="pipebomb" camcreate getpos gl2

and

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">satchel3="pipebomb" camcreate getpos gl3

My questions is; how do I get them to explode? I've tried using the setdammage command, but that doesn't work.

Any help?

P.S. I've searched, but nothing really helped...

[Gareth Gates must die]

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I don't think you can activate a camcreated sachel, but you can make a unit to put a sachel and activate it like this:

Quote[/b] ]

man1 fire ["put","pipebomb"]

and to make him fire it

man1 action ["TOUCHOFF"]

@CERO.

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You can always use a trick to simulate the explosion of your camcreated satchel.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">BOOOM="LaserGuidedBomb" camcreate getpos satchel1

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Timebomb explodes after 20 seconds, as far as I know there's no way to detonate created pipebombs.

FDFmod though includes a "FDFPipeBomb" class that is a shotShell type ammo with the same damage & sound that a satchel has which is used for the vehicle satchels (while airborne, it and other ammotypes can be detonated by creating a "FDFdetonator" over it for a while).

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So, if I camcreate a 'timebomb', it'll explode after 20 seconds? If so, that'll be fine.

[Gareth Gates must die]

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i thought if you camcreate a pipebomb and then camdestroyed it, It would blow up.

As for the time bomb its 30 seconds fuse

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