createMine: Difference between revisions

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|x1= <code>_mine = [[createMine]] ["APERSMine", [[position]] [[player]], [], 0];</code>
|x1= <code>_mine = [[createMine]] ["APERSMine", [[position]] [[player]], [], 0];</code>


|x2= Create satchel charge and give player control over it: <code>_charge = [[createMine]] ["SatchelCharge_F", [[position]] [[player]], [], 0];
|x2= Create satchel charge and give player control over it:
<code>_charge = [[createMine]] ["SatchelCharge_F", [[position]] [[player]], [], 0];
[[player]] [[addOwnedMine]] _charge;</code>
[[player]] [[addOwnedMine]] _charge;</code>



Revision as of 21:52, 7 May 2022

Hover & click on the images for description

Description

Description:
Creates a mine of the given type (type is the name of the subclass of CfgVehicles). If the markers array contains several marker names, the position of a random one is used, otherwise, the given position is used. The mine is placed inside a circle with this position as its center and placement as its radius.
The command creates object of the CfgAmmo class named in configFile >> "CfgVehicles" >> type >> "ammo".
Unit ability to detect mines depends on many factors. The starting value is defined in config, for example ./CfgVehicles/B_soldier_F/detectSkill, which in this case is 12. Mine specialist value for example, defined in ./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.
Groups:
Mines

Syntax

Syntax:
createMine [type, position, markers, placement]
Parameters:
type: String - mine type from CfgVehicles
position: Array format PositionAGL
markers: Array of Strings - marker name(s)
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:
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
Tankbuster - c
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.
killzone_kid - c
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"