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[feature] - Add Zeus IEDs Module #240

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@cow-co cow-co commented Jan 14, 2025

Pull Request Description

When merged this pull request will:

  • Add a Zeus module which allows the mission runner to turn an object into an IED

Release Notes

  • Added an IED Zeus module.
  • In the Zeus modules tab, it has its own category.
  • Can select for IEDs to be proximity-detonated (with customisable range, and choice of which side sets them off)
  • Can select whether the IED will be "large" (3 satchel charges' worth) or "small" (1)
  • The IEDs can be defused by any unit possessing an ACE defusal kit
  • Defusing requires three ACE interactions to be executed in the correct order (power source, initiator, detonator)
  • Each action takes 30 seconds
  • Cancelling one of the actions whilst in-progress causes detonation.
  • Proximity-detonated IEDs follow the object if that object moves (for SVBIEDs and such)

IMPORTANT

  • Testing has been completed as necessary, depending on the nature & impact of the changes.
  • The Release Notes section above must be filled out appropriately to explain the changes made in this PR. This section will be used in Framework Changelogs.
  • If the contribution affects the wiki, please include your changes in this pull request so the wiki is consistently updated.
  • Contribution Guidelines are read, understood and applied.
  • Title of this PR uses our standard template [Descriptor] - Add|Fix|Improve|Change|Make|Remove {changes}.

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cow-co commented Jan 14, 2025

Might add the ability to choose how long the defusal steps take, and whether cancelling causes detonation.

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cow-co commented Jan 14, 2025

Tested on the server, though perhaps one test with a non-zeus player might be worthwhile.

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cow-co commented Jan 14, 2025

Forgor: I should make the module toggleable via an ifdef guard, probably?

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