createMine: Difference between revisions
Jump to navigation
Jump to search
Killzone Kid (talk | contribs) (format) |
Lou Montana (talk | contribs) m (Some wiki formatting) |
||
(75 intermediate revisions by 7 users not shown) | |||
Line 1: | Line 1: | ||
{{ | {{RV|type=command | ||
| | |game1= ofpe | ||
|version1= 1.00 | |||
|1.00 | |game2= arma1 | ||
|version2= 1.00 | |||
| | |game3= arma2 | ||
|version3= 1.00 | |||
| | |game4= arma2oa | ||
|version4= 1.50 | |||
| | |game5= tkoh | ||
| | |version5= 1.00 | ||
| | |game6= arma3 | ||
|version6= 0.50 | |||
|gr1= Mines | |||
|descr= Creates a mine of the given type.<br> | |||
If the ''markers'' array only contains one marker name, it is ignored and the ''position'' parameter is used instead. | |||
If ''markers'' contains multiple marker names, one of them is chosen randomly and used as the center of the placement area.<br><br> | |||
This command creates objects of the {{hl|CfgAmmo}} class named in <sqf inline>configFile >> "CfgVehicles" >> _type >> "ammo"</sqf>. | |||
{{Feature|informative| | |||
Unit ability to detect mines depends on many factors: | |||
The starting value is defined in config, for example {{hl|./CfgVehicles/B_soldier_F/detectSkill}}, which in this case is 12. | |||
Mine specialist value for example, defined in {{hl|./CfgVehicles/B_soldier_exp_F/detectSkill}} is 38. | |||
This value is then dynamically reduced depending on factors such as distance, if a unit is in a vehicle, if it is day or night time, how directly unit is looking at the mine, how fast unit is moving, how inconspicuous is the mine or even if it is visible. | |||
}} | }} | ||
< | |s1= [[createMine]] [type, position, markers, placement] | ||
< | |||
< | |p1= type: [[String]] - mine class name from {{hl|CfgVehicles}} | ||
|p2= position: [[Object]] or [[Array]] format [[Position#PositionAGL|PositionAGL]] | |||
|p3= markers: [[Array]] of [[String]]s - marker name(s) | |||
|p4= placement: [[Number]] - placement radius | |||
|r1= [[Object]] | |||
|x1= <sqf>_mine = createMine ["APERSMine", ASLToAGL getPosASL player, [], 3];</sqf> | |||
|x2= Create a satchel charge and give the player control over it: | |||
<sqf>_charge = createMine ["SatchelCharge_F", player, [], 0]; | |||
player addOwnedMine _charge;</sqf> | |||
|seealso= [[allMines]] [[detectedMines]] [[mineDetectedBy]] [[mineActive]] [[revealMine]] [[getAllOwnedMines]] [[addOwnedMine]] [[removeOwnedMine]] [[removeAllOwnedMines]] | |||
}} | |||
{{Note | |||
|user= Tankbuster | |||
|timestamp= 20170605224300 | |||
|text= 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. | |||
}} | |||
{{Note | |||
|user= Killzone_Kid | |||
|timestamp= 20190925032800 | |||
|text= The following explosives used in {{arma3}} can be created with this command: | |||
{{{!}} class="wikitable" | |||
! Mines | |||
! Remote detonation charges | |||
{{!}}- style="vertical-align: top" | |||
{{!}} | |||
* {{hl|"ATMine"}} | |||
* {{hl|"APERSMine"}} | |||
* {{hl|"APERSBoundingMine"}} | |||
* {{hl|"SLAMDirectionalMine"}} | |||
* {{hl|"APERSTripMine"}} | |||
* {{hl|"UnderwaterMine"}} | |||
* {{hl|"UnderwaterMineAB"}} | |||
* {{hl|"UnderwaterMinePDM"}} | |||
{{!}} | |||
* {{hl|"SatchelCharge_F"}} | |||
* {{hl|"DemoCharge_F"}} | |||
* {{hl|"Claymore_F"}} | |||
* {{hl|"IEDUrbanBig_F"}} | |||
* {{hl|"IEDLandBig_F"}} | |||
* {{hl|"IEDUrbanSmall_F"}} | |||
* {{hl|"IEDLandSmall_F"}} | |||
}} |
Revision as of 13:33, 12 March 2024
Description
- Description:
- Creates a mine of the given type.
If the markers array only contains one marker name, it is ignored and the position parameter is used instead. If markers contains multiple marker names, one of them is chosen randomly and used as the center of the placement area.
This command creates objects of the CfgAmmo class named in configFile >> "CfgVehicles" >> _type >> "ammo". - Groups:
- Mines
Syntax
- Syntax:
- createMine [type, position, markers, placement]
- Parameters:
- type: String - mine class name from CfgVehicles
- position: Object or Array format PositionAGL
- markers: Array of Strings - marker name(s)
- placement: Number - placement radius
- Return Value:
- Object
Examples
- Example 1:
- Example 2:
- Create a satchel charge and give the player control over it:
Additional Information
- See also:
- allMines detectedMines mineDetectedBy mineActive revealMine getAllOwnedMines addOwnedMine removeOwnedMine removeAllOwnedMines
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 Jun 05, 2017 - 22:43 (UTC)
- 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.
- Posted on Sep 25, 2019 - 03:28 (UTC)
-
The following explosives used in Arma 3 can be created with this command:
Mines Remote detonation charges - "ATMine"
- "APERSMine"
- "APERSBoundingMine"
- "SLAMDirectionalMine"
- "APERSTripMine"
- "UnderwaterMine"
- "UnderwaterMineAB"
- "UnderwaterMinePDM"
- "SatchelCharge_F"
- "DemoCharge_F"
- "Claymore_F"
- "IEDUrbanBig_F"
- "IEDLandBig_F"
- "IEDUrbanSmall_F"
- "IEDLandSmall_F"
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint: Elite version 1.00
- Operation Flashpoint: Elite: New Scripting Commands
- Operation Flashpoint: Elite: Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Mines