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+# Fired Deployables
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+
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+Primarily used for grenades, but could be adapted to function for weapons with custom logic since grenades are functionally weapons.
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+
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+## Configuration Properties
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+
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+### Enable Fired Deployable
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+
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+Define `rd501_fired_deployable=1` on the grenade (`CfgAmmo`) to allow it to execute fired deployable logic when thrown.
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+
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+Where to define: `CfgAmmo -> Grenade Ammo`.
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+
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+### Deployed Object
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+
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+The object that will be deployed after the grenade comes to a stop (velocity near 0).
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+`rd501_fired_deployable_object="text"`
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+
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+Where to define: `CfgAmmo -> Grenade Ammo`.
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+
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+> `text` should be the class name of an entry in `CfgVehicles`.
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+
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+### Time to Live
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+
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+You can specify if the deployed object will delete itself after a specific number of seconds using time to live.
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+
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+Where to define: `CfgAmmo -> Grenade Ammo`.
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+
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+`rd501_fired_deployable_timeToLive=number`
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+
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+> `number` is the number of seconds to wait after the object has been deployed, to delete it.
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+
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+> 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**.
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+
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+Default: `-1`
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+
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+### Sounds
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+
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+#### Loop Sound
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+
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+This should point to the CfgSounds config entry you would like to play on loop while the object is alive.
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+
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+`rd501_fired_deployable_loopSound="text"`
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+
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+> `text` should be the classname of the sound you want to play in CfgSounds.
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+
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+#### Loop Duration
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+
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+Defines how long before the loop sound is fired again, this should match the duration of the sound.
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+
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+`rd501_fired_deployable_loopDuration=10`
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+
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+#### End Sound
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+
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+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)
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+
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+`rd501_fired_deployable_endSound="text"`
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+
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+> `text` should be the classname of the sound you want to play in CfgSounds.
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+>
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+#### End Duration
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+
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+The duration of the end sound. It will determine what time the sound is played at by: `timeToLive - endDuration`.
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+
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+`rd501_fired_deployable_endDuration=5`
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+
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+#### Sound Distance
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+
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+The distance at which the sound can be heard (in metres).
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+
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+`rd501_fired_deployable_soundDistance=100`
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+
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+### Personal Shield Specific
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+
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+#### Enable Personal Shield
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+
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+Define `rd501_fired_deployable_personal=1` on the grenade (`CfgAmmo`) to execute personal shield attatchment logic when thrown.
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+
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+Where to define: `CfgAmmo -> Grenade Ammo`.
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+
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+#### Attatch to Bone
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+
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+The name of the bone to attatch to on `CAMan`.
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+
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+`rd501_fired_deployable_personal_bone="text"`
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+
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+> `text` is the name of the bone on `CAMan`
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+
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+#### Offset from Bone
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+
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+Allows you to specify the `[x,y,z]` offset from the bone you want the object to be placed and attatched at.
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+
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+`rd501_fired_deployable_personal_offset=[0,0,0]`
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+
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+> Needs to be an array of 3 integers.
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