revealMine: Difference between revisions

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m (template:command argument fix)
m (template:command argument fix)
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| Sets given mine as known to the side. (Knowledge about a mine is always shared across all units in a side.) |= Description
| Sets given mine as known to the side. (Knowledge about a mine is always shared across all units in a side.) |DESCRIPTION=
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| side '''revealMine''' mine |= Syntax
| side '''revealMine''' mine |SYNTAX=


|p1= side: [[Side]]  |PARAMETER1=  
|p1= side: [[Side]]  |PARAMETER1=  
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| [[allMines]], [[detectedMines]], [[mineDetectedBy]], [[createMine]], [[mineActive]] |= See also
| [[allMines]], [[detectedMines]], [[mineDetectedBy]], [[createMine]], [[mineActive]] |SEEALSO=


|  |MPBEHAVIOUR=  
|  |MPBEHAVIOUR=  

Revision as of 14:45, 7 April 2019

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; }; }; };