Global Mobilization Boltcutter
Global Mobilization introduces Bolt Cutters. These work straight out of the box and do not need any special enabling.
With these Bolt Cutters you are able to:
- Cut holes into fences
- Cut down barbed wire
- Cut the power of indiviual lights (editor placed ones, only)
- Sabotage a utility box to turn off multiple lights in a radius (works with map placed and editor placed items)
Modding
The Bolt Cutters are easy to integrate into your mods.
User Action
To tag any of your objects with the "Prepare Bolt Cutter" user action, you'll want to add a user action for that:
class UserActions
{
class gm_useBoltcutters
{
displayName = "$STR_DN_GM_BOLTCUTTER_PREPARE";
displayNameDefault = "<img image='\gm\gm_weapons\gm_items\data\ui\holdaction_boltcutter_ca.paa' size='2.5' />";
priority = 10;
radius = 2.5;
position = "";
showWindow = 0;
hideOnUse = 1;
onlyForPlayer = 1;
shortcut = "";
condition = "alive this and !(this getVariable ['gm_noBoltCutting', false]) and ('gm_boltcutter' in items player)";
statement = "[this] call gm_boltcutter_fnc_addAction;";
};
};
Alternatively you can do this same interaction via addAction to any object you like:
Config Parameters
The exact behaviour of the bolt-cutting event is controlled by specific config parameters inside the object that has your user action activated (For example the fence being cut).
gm_boltcutAction
- Type
- String
- Description
- This parameter controls what happens to the environment after using the cutters:
Type | Description |
---|---|
"powerbox" | All surrounding lights within 300m will be disabled |
"light" | This indivudal object's lights will be disabled |
"code" | Executes the given code on the client where the boltcutter was used |
"" | Destroys the object |
gm_boltcutAction = powerbox;
gm_replaceObject
- Type
- String
- Description
- Specifies a CfgVehicles object that is spawned in place for the old one
gm_replaceObject = "myDestroyedFenceObject";
gm_fenceCutAnimationSource
- Type
- String
- Description
- Specifies a the animation source that is animated to phase 1 using animateSource
gm_fenceCutAnimationSource = "hide_fence_hole_source";
gm_boltcut_code
- Type
- String
- Description
- Specifies string containing code that will be executed once the bolt cut action is finished.
gm_boltcut_code = "player sidechat 'I am breaking in!'";
Scripting
A scripted eventhandler and object variables are also available to further control the bolt cutters.
gm_boltCutterUsed
The Scripted Eventhandler gm_boltCutterUsed is available. It will trigger every time a user applies the bolt cutters.
[missionNamespace, "gm_boltCutterUsed", { player sidechat "I am breaking in!" }] call BIS_fnc_addScriptedEventHandler;
Two arguments are processed by this eventhandler.[_object, _actionType]
Type | Description |
---|---|
OBJECT | the object that was interacted with |
STRING | The action type of this interaction (see gm_boltcutAction for action types) |
gm_noBoltCutting
If you wish to disable the bolt cutters on a specific object, you can simply set the gm_noBoltCutting variable to true on that object:
MyPowerBox setVariable ["gm_noBoltCutting", true];
gm_boltcutAction
Overwrites the config-specified gm_boltcutAction
value.
MyPowerBox setVariable ["gm_boltcutAction", "code"];
See Global_Mobilization_Boltcutter#gm_boltcutAction for possible values.
gm_fenceCutAnimationSource
Overwrites the config-specified gm_fenceCutAnimationSource
value.
MyPowerBox setVariable ["gm_fenceCutAnimationSource", "door_1"];
gm_replaceObject
Overwrites the config-specified gm_replaceObject
value.
MyPowerBox setVariable ["gm_replaceObject", "land_gm_euro_toy_dinosaur_01"];
gm_boltcut_code
Overwrites the config-specified gm_boltcut_code
segment that will be executed when a bolt cutter is used.
MyPowerBox setVariable ["gm_boltcut_code", "player sidechat 'I am breaking in!'"];