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RDE - Test 3

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Jul 10th, 2016
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  1. ScriptName RDE_DetonationScript extends ObjectReference
  2. { Detonation Script for RDE. Attached to detonator }
  3.  
  4. float Property WorkingRadius = 10000.0 Auto
  5. { what's the trigger range of the detonator }
  6. Projectile Property RDE_Projectile Auto
  7. { the projectile object of the RDE to blow up }
  8.  
  9. Function DetonateRDEs()
  10. ObjectReference[] RDEsToExplode = Self.FindAllReferencesOfType(RDE_Projectile as Form, WorkingRadius)
  11. int i = 0
  12. While (i < RDEsToExplode.Length)
  13. RDEsToExplode[i].DamageObject(100.0)
  14. i += 1
  15. EndWhile
  16. EndFunction
  17.  
  18. Event OnEquipped(Actor akActor)
  19. If (akActor == Game.GetPlayer())
  20. ; RegisterForAnimationEvent(Self, "WeaponFire")
  21. RegisterForRemoteEvent(Self, "OnAnimationEvent")
  22. EndIf
  23. EndEvent
  24.  
  25. Event OnUnequipped(Actor akActor)
  26. If (akActor == Game.GetPlayer())
  27. ; UnregisterForAnimationEvent(Self, "WeaponFire")
  28. UnregisterForRemoteEvent(Self, "OnAnimationEvent")
  29. EndIf
  30. EndEvent
  31.  
  32. Event ScriptObject.OnAnimationEvent(RDE_DetonationScript akSender, ObjectReference akSource, string asEventName)
  33. Debug.Trace("Remote Animation Event received")
  34. If (akSender == Self && asEventName == "WeaponFire")
  35. Debug.Trace("Detonator triggered!")
  36. DetonateRDEs()
  37. EndIf
  38. EndEvent
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