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Ringhejm

how to make CN Gas by trigger ???

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Can somebody help me out here.

Ill ty to set of the different type of CN ammo that is in ACE 2.

I can make the different grenades go of, bu i dont have the effect same whit a flash bang.

It works fine when i is use the rigtht way but I want to use it as a bobytrap.

that is set off by a trigger when you enter the bulding or area.

need some help please.

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nope that did not do the trick...... any other ideer. ???

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No sir, that's all I can think of. My apologies for the lack of ideers.

Good luck and take care.

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In case someone stumbles across this thread:

DE_Gas.sqf

//Adapted for spawning
/*
Muzzleflash

[GasObj, BOOL] call DE_Gas;
Where BOOL is either true for false depending on whether execution should be restricted to server
[GasObj] call DE_Gas; where BOOL is true
*/

DE_Gas_Event = {
   ["ace_sys_gas_fired", [0,0,0,0,0,_this]] call CBA_fnc_globalEvent;
};

DE_Gas = {
   private ["_restrict","_obj"];
   _obj = _this select 0;
   _restrict = true;
   if (count _this > 1) then {
       _restrict = _this select 1;
   };
   if (_restrict) then {
       if (isServer) then {
           _obj call DE_Gas_Event;
       };
   } else {
       _obj call DE_Gas_Event;
   };
};

Initialize first:

0 = [] execVM "DE_Gas.sqf";

Then spawn your gas grenade, eg. a trigger and call it with the object.

[Gas_Grenade] call DE_Gas

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Xeno posted a solution,

After creating the ammo object, try the following:

["ace_sys_gas_fired", [objNull,"","","","ACE_G_40mm_CS","",projectile]] call CBA_fnc_globalEvent;

Replace projectile with a reference to the ammo/projectile object and ACE_G_40mm_CS with the class name of the ammo you are using.

Xeno

^At ace thread

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