# Fired Deployables Primarily used for grenades, but could be adapted to function for weapons with custom logic since grenades are functionally weapons. ## Configuration Properties ### Enable Fired Deployable Define `rd501_fired_deployable=1` on the grenade (`CfgAmmo`) to allow it to execute fired deployable logic when thrown. Where to define: `CfgAmmo -> Grenade Ammo`. ### Deployed Object The object that will be deployed after the grenade comes to a stop (velocity near 0). `rd501_fired_deployable_object="text"` Where to define: `CfgAmmo -> Grenade Ammo`. > `text` should be the class name of an entry in `CfgVehicles`. ### Time to Live You can specify if the deployed object will delete itself after a specific number of seconds using time to live. Where to define: `CfgAmmo -> Grenade Ammo`. `rd501_fired_deployable_timeToLive=number` > `number` is the number of seconds to wait after the object has been deployed, to delete it. > Setting `number` < 0 will disable time to live, and the object will not be deleted by this module. Setting it to 0 will **delete it immediately**. Default: `-1` ### Ignore Damage (Invincible) Runs `allowDamage false` on the deployable when it is thrown (part of instantiation). `rd501_fired_deployable_ignoreDamage=1` ### Sounds #### Loop Sound This should point to the CfgSounds config entry you would like to play on loop while the object is alive. `rd501_fired_deployable_loopSound="text"` > `text` should be the classname of the sound you want to play in CfgSounds. #### Loop Duration Defines how long before the loop sound is fired again, this should match the duration of the sound. `rd501_fired_deployable_loopDuration=10` #### End Sound This should point to the CfgSounds config entry you would like to play when time to live is near complete. (It'll trigger and overwrite loop sound when `timeToLive - soundDuration` < 0) `rd501_fired_deployable_endSound="text"` > `text` should be the classname of the sound you want to play in CfgSounds. > #### End Duration The duration of the end sound. It will determine what time the sound is played at by: `timeToLive - endDuration`. `rd501_fired_deployable_endDuration=5` #### Sound Distance The distance at which the sound can be heard (in metres). `rd501_fired_deployable_soundDistance=100` ### Personal Shield Specific #### Enable Personal Shield Define `rd501_fired_deployable_personal=1` on the grenade (`CfgAmmo`) to execute personal shield attatchment logic when thrown. Where to define: `CfgAmmo -> Grenade Ammo`. #### Attatch to Bone The name of the bone to attatch to on `CAMan`. `rd501_fired_deployable_personal_bone="text"` > `text` is the name of the bone on `CAMan` #### Offset from Bone Allows you to specify the `[x,y,z]` offset from the bone you want the object to be placed and attatched at. `rd501_fired_deployable_personal_offset=[0,0,0]` > Needs to be an array of 3 integers.