16 m_SpecialtyWeight = UASoftSkillsWeight.PRECISE_LOW;
18 m_Text =
"#STR_ArmExplosive";
39 if (target.GetParent())
55 return timedTrigger.IsAlarmOn() && explosive.IsTimerDetonable() && explosive.CanBeArmed();
58 return explosive.CanBeArmed();
67 super.OnStartServer(action_data);
70 if (item.GetArmSoundset() !=
string.Empty)
71 item.StartItemSoundServer(SoundConstants.ITEM_EXPLOSIVE_ARM);
76 super.OnEndServer(action_data);
79 if (item.GetArmSoundset() !=
string.Empty)
80 item.StopItemSoundServer(SoundConstants.ITEM_EXPLOSIVE_ARM);
90 explosive.OnPlacementComplete(action_data.m_Player, explosive.GetPosition(), action_data.m_Player.GetOrientation());
91 explosive.UnlockTriggerSlots();
94 if (action_data.m_MainItem.IsInherited(RemoteDetonator))
113 explosive.UnlockTriggerSlots();
116 if (!action_data.m_MainItem.IsInherited(RemoteDetonator))
125 if (action_data.m_Target.IsProxy())
127 explosive =
ExplosivesBase.Cast(action_data.m_Target.GetParent());
131 explosive =
ExplosivesBase.Cast(action_data.m_Target.GetObject());
134 if (explosive && action_data.m_MainItem)
136 explosive.UnlockTriggerSlots();
144 if (action_data.m_Target.IsProxy())
146 targetEAI =
EntityAI.Cast(action_data.m_Target.GetParent());
150 targetEAI =
EntityAI.Cast(action_data.m_Target.GetObject());
153 if (targetEAI && action_data.m_MainItem)
156 action_data.m_Player.PredictiveTakeEntityToTargetAttachmentEx(targetEAI, action_data.m_MainItem, slotId);
ActionAttachExplosivesTriggerCB ActionContinuousBaseCB ActionAttachExplosivesTrigger()
void CreateRemoteDetonatorReceiverAsAttachment(ActionData action_data)
void AttachItem(ActionData action_data)
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
override void CreateActionComponent()
void ClearInventoryReservationEx(ActionData action_data)
bool CanBeSetFromInventory()
void CreateConditionComponents()
void OnFinishProgressClient(ActionData action_data)
void OnFinishProgressServer(ActionData action_data)
override void OnStartServer(ActionData action_data)
override bool ActionConditionContinue(ActionData action_data)
override void OnEndServer(ActionData action_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
provides access to slot configuration
static RemoteDetonatorTrigger SpawnInPlayerHands(notnull EntityAI pEntity, EntityAI deviceToPair=null)
const float EXPLOSIVE_ARM
DayZPlayerConstants
defined in C++