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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". The following explosives used in Arma 3 could be created with this command:
  • Mines: "ATMine", "APERSMine", "APERSBoundingMine", "SLAMDirectionalMine", "APERSTripMine", "UnderwaterMine", "UnderwaterMineAB", "UnderwaterMinePDM"
  • Remote detonation charges: "SatchelCharge_F", "DemoCharge_F", "Claymore_F", "IEDUrbanBig_F", "IEDLandBig_F", "IEDUrbanSmall_F", "IEDLandSmall_F"


createMine [type, position, markers, placement]
[type, position, markers, placement]: Array
type: String - mine type from CfgVehicles
position: PositionAGL
markers: Array
placement: Number - radius
Return Value:


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:


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)
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.