Introduction and purpose
ACE Grenades in Hatches - Tweaked 's main purpose is to offer a way to deal with close armored targets if you run out of AT.
This mod is a tweak of the original mod made by Launchman. It adds more customizability.
Credit: johnb43
How to use
This GitHub page shows the interaction conditions:
- You need to have a compatible grenade (which are defined in the CBA settings). Normally on FK, all HE, AT, thermobaric grenades and throwable charges are allowed.
- You and the target must be enemies.
- The vehicle can't be in either of two blacklists: One of them looks at specific vehicles, the other looks at everything that inherits from the specified class (see CBA settings).
- The behaviour state (if the target is aware, careless, etc.) of the target must be in the behaviour whitelist in the CBA settings.
- A player can't be in the vehicle in case that CBA setting is enabled.
If all of these conditions are satisfied you can start throwing a grenade in:
The last condition to meet is this: It checks whether the target has moved too far away since you have started the interaction. This check happens constantly during the interaction.
If successful, you will hear a grenade pin being pulled and a compatible grenade will be consumed from your inventory.
The search for a compatible grenade will start by looking at the currently chosen grenade (the one you would throw if you would press the grenade key). If that one is in the list of compatible grenades, it will use that. Otherwise, it will go through a player's uniform first, then vest and finally backpack. On the way it will check starting from the first item on the list of compatible grenades to the end whether a compatible item is found. It will choose the first one found.
Run away as fast as you possibly can, as it will explode soon after (see CBA settings). The result is this:
The crew will dismount if able. Default settings will kill the engine, turret rotation and will damage the hull, essentially immobilizing the vehicle, as seen here: