revealMine: Difference between revisions
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| side '''revealMine''' mine |= Syntax | | side '''revealMine''' mine |= Syntax | ||
|p1= side: [[Side]] |= | |p1= side: [[Side]] |PARAMETER1= | ||
|p2= mine: [[Object]] |= | |p2= mine: [[Object]] |PARAMETER2= | ||
| [[Nothing]] |= | | [[Nothing]] |RETURNVALUE= | ||
|x1= <code>[[west]] [[revealMine]] _mine;</code>|= | |x1= <code>[[west]] [[revealMine]] _mine;</code>|EXAMPLE1= | ||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
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| [[allMines]], [[detectedMines]], [[mineDetectedBy]], [[createMine]], [[mineActive]] |= See also | | [[allMines]], [[detectedMines]], [[mineDetectedBy]], [[createMine]], [[mineActive]] |= See also | ||
| |= | | |MPBEHAVIOUR= | ||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
}} | }} |
Revision as of 10:36, 7 April 2019
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
Examples
- Example 1:
west revealMine _mine;
Additional Information
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; }; }; };