createMine: Difference between revisions
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Also note that you can't adjust the positions of sea mines after they've been created. The command is either ignored or not propagated across the network to clients. | Also note that you can't adjust the positions of sea mines after they've been created. The command is either ignored or not propagated across the network to clients. | ||
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Revision as of 16:08, 13 June 2021
Description
- Description:
- Description needed
- Groups:
- Mines
Syntax
- Syntax:
- createMine [type, position, markers, placement]
- Parameters:
- [type, position, markers, placement]: Array
- type: String - mine type from CfgVehicles
- position: PositionAGL
- markers: Array
- placement: Number - radius
- Return Value:
- Object
Examples
- Example 1:
_mine = createMine ["APERSMine", position player, [], 0];
- Example 2:
- Create satchel charge and give player control over it:
_charge = createMine ["SatchelCharge_F", position player, [], 0]; player addOwnedMine _charge;
Additional Information
- See also:
- allMinesdetectedMinesmineDetectedBymineActiverevealMinegetAllOwnedMinesaddOwnedMineremoveOwnedMineremoveAllOwnedMines
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
- Posted on June 5, 2017 - 22:43 (UTC)
- Tankbuster
- Note that this command uses AGL (very similar to ASL) positions, so if you want to use the moored or seabed mine, you'll have to find the appropriate negative z value that is underwater and convert that to ASL. Also note that you can't adjust the positions of sea mines after they've been created. The command is either ignored or not propagated across the network to clients.