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In the known issues. Some scripted grenades do not work properly.
The wiki is deceptive way incomplete... there is a lot of stuff to be learned from looking at the code...
There seems to be an event when defusing is done. This gets run as the last line in fnc_defuseExplosive.sqf:
[QGVAR(defuse), [_explosive, _unit]] call CBA_fnc_globalEvent;
The event should be "ACE_explosives_defuse" when used from the outside.
Ace is integral to getting this mod working at all.
Investigated that and indeed, the RGN and RGO use a funky setup, they use submunition, but RHS based setup, not a vanilla one.