Place a claymore ammo box (always do this or claymores won't work at all!). The ammo box
iis required for initialization).

== Placing armed claymores ==

1. Create an invisible helipad or any object you want to be able to place easily.
2. In the init field of the empty helipad make a call to the included script:
x = [position this, 40, -2, "claymore_1"] execVM "pingu_claymore\scripts\manual_initialize.sqf".
Note, first argument is position, second argument is direction in degrees,
third argument is pitch (negative numbers denote pitch up) and the final
argument is the name of the public variable you want the script to assign your
new claymore to. 
3. Create a trigger to detonate the claymore, activation code being:
x = [claymore_1] execVM "\claymore\scripts\manual_detonate.sqf"


Note, it is easier to get the heading and pitches right if you unpbo the claymores then drop in
the included rotate.sqf script (into scripts/). Now you can simply place the claymore on the map
following the instructions above, then walk up to it and sight it in. You will be given the
exact direction and pitch you set it to.


== Putting claymores in boxes/kit ==

If you want to put claymores in soldiers or boxes, just addMagazine or addMagazineCargo
classes ClaymorePrimary and ClaymoreSecondary.