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Introduced in

Version:1.30

Description

Description:Creates an IED.

Syntax

Syntax:[pos, azimut, type, charge, name, prox_dist, prox_side, attached_to, disarm_delay, hidden, jammable] call fn_vbs_createIED
Parameters:
  • pos: Position3D - Position to create an IED at.
  • azimut: Number - Direction to face the IED.
  • type: String - CfgVehicles class used to represent the IED. Normally, "vbs2_ied_X" (X is 1-15), but can be anything.
  • charge: Number - Number (1-7) indicating the IED explosive power. A higher value is more powerful. To create a fake IED (no damage), make this number negative (for example, -7 is a fake IED of maximum power).
  • name: String - Variable name given to the IED, in quotes. Use "" for no name.
  • prox_dist: Number - IED blows up when the object is this close. Use 0 for a non-proximity IED (optional, default: 0).
  • prox_side: Side-2 - Side which sets off the IED using proximity. Pass a side data type ( "EAST", "WEST", and so on), or use "ANY", if all sides can detonate the IED (optional, default: "ANY").
  • attached to: Object - Unit, vehicle, or trigger that the IED is linked to. Use objNull for no link (optional, default: objNull).
  • disarm delay: Number - Number of seconds it takes to disarm IED. Use 0 to disable disarming (optional, default: 10).
  • hidden: Boolean - Controls whether the IED is invisible (optional, default: false).
  • jammable: Boolean - Can the IED be jammed by a CREW or a similar system (optional, default: false).
Return Value:Nothing

Warning

When using functions in VBS versions older than 3.4, certain limitations and requirements should be kept in mind - the main ones being that capitalization of the function name is crucial, and that #include "\vbs2\headers\function_library.hpp" has to be included in every script that utilizes it. More Functions A-Z.

Examples

Examples:
[player modelToWorld [0,15,0], 90, "vbs2_ied_5", 2, "", 10, west, trigger1, 0] call fn_vbs_createIED;

Additional Information

See also: fn vbs createComplexIED, fn vbs artilleryStrike
Multiplayer: 
Problems: 

Notes