Jump to content
Sign in to follow this  

ACE - AIs with dead man switches

Recommended Posts

ACE adds a dead man switch that you can wire to an explosive to give your enemies a nasty surprise if they dare harm you.
To make this possible for the AI, do the following:
1. Give the AI you want to trigger the explosive the dead man switch

AIman1 addItem "ace_deadmanswitch"; 

2. Place the explosive using this code:

explosiveID = [AIman1, getPosATL bomblocation, 0 (direction of explosive), "SatchelCharge_Remote_Mag" (explosive magazine), "DeadManSwitch", []] call ACE_Explosives_fnc_placeExplosive; 

That should be all, but it won't work for AIs (it will on players). This might be fixed later.

In the meantime, to make the AI detonate the explosive when killed use the following code in a killed EH.

[AIman1, -1 (max detonator distance (-1 is unlimited)), [explosiveID, 1 (time delay)]] call ACE_Explosives_fnc_detonateExplosive; 

The following explosives support dead man triggers:

Edited by VKing

Share this post

Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

  • Create New...