exploder::kill_exploder()
Stops and removes an exploder. BO3's decompiled scripts carry no docs for this one: the description is ours, from its name and use.
Signature
exploder::kill_exploder(exploder_id)
Needs #using the script that defines it (scripts/shared/exploder_shared.gsc).
Parameters
| Name |
|---|
| exploder_id |
The decompiled scripts don't keep default values, so some of these may be optional: check the real uses below.
Real uses in BO3's scripts
Called 62 times in the decompiled scripts. A few, zombies first:
- scripts/zm/zm_castle_ee.gsc, line 1094
exploder::kill_exploder("fxexp_601"); - scripts/zm/zm_castle_ee_bossfight.gsc, line 188
exploder::kill_exploder("fxexp_117"); - scripts/zm/zm_cosmodrome.gsc, line 659
exploder::kill_exploder("lgt_exploder_power_alt_off"); - scripts/zm/zm_cosmodrome_lander.gsc, line 1253
exploder::kill_exploder(var_5021702); - scripts/zm/zm_factory.csc, line 328
exploder::kill_exploder("teleporter_controller_red_light_1");
More in exploder::
- exploder::exploder()Fires an exploder (FX/lights placed in Radiant) by name or number.
- exploder::stop_exploder()Stops a running exploder.
- exploder::exploder_stop()Stops a running exploder.
New to GSC?
Start with the basics, or paste a compile error to get the fix.
Built-in descriptions, parameters and examples come from Treyarch's BO3 mod tools docs. Usage links point at shiversoftdev/t7-source (decompiled BO3 scripts).