revealMine: Difference between revisions

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Line 49: Line 49:
<code>0 [[spawn]]
<code>0 [[spawn]]
{
{
[[while]] {[[true]]} [[do]]
while {true} do
{
{
if ("MineDetector" [[in]] [[items]] [[player]]) then
{
{
if ([[mineActive]] _x && !(_x [[mineDetectedBy]] [[playerSide]])) then
{
{
playerSide [[revealMine]] _x;
if ([[mineActive]] _x && !(_x [[mineDetectedBy]] [[playerSide]])) then
};
{
} [[forEach]] ([[player]] [[nearObjects]] ["MineBase", 10]);
playerSide [[revealMine]] _x;
};
} [[forEach]] (player [[nearObjects]] ["MineBase", 10]);


[[uiSleep]] 0.1;
[[uiSleep]] 0.1;
}
else
{
uiSleep 3;
};
};
};
};</code>
};</code>

Revision as of 20:06, 11 September 2017

Hover & click on the images for description

Description

Description:
Sets given mine as known to the side. (Knowledge about a mine is always shared across all units in a side.)
Groups:
Uncategorised

Syntax

Syntax:
side revealMine mine
Parameters:
side: Side
mine: Object
Return Value:
Nothing

Examples

Example 1:
west revealMine _mine;

Additional Information

See also:
allMinesdetectedMinesmineDetectedBycreateMinemineActive

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

Notes

Bottom Section

Posted on September 10, 2017 - 21:59 (UTC)
AgentRev
Manual mine detection introduced in A3 v1.76 can be overridden with something like this: 0 spawn { while {true} do { if ("MineDetector" in items player) then { { if (mineActive _x && !(_x mineDetectedBy playerSide)) then { playerSide revealMine _x; }; } forEach (player nearObjects ["MineBase", 10]); uiSleep 0.1; } else { uiSleep 3; }; }; };