revealMine: Difference between revisions

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m (Text replacement - "<dd class="note">([^}]*)<code>([^<]*)<\/code>" to "<dd class="note">$1<sqf>$2</sqf>")
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<dd class="notedate">Posted on September 10, 2017 - 21:59 (UTC)</dd>
<dd class="notedate">Posted on 2017-09-10 - 21:59 (UTC)</dd>
<dt class="note">[[User:AgentRevolution|AgentRev]]</dt>
<dt class="note">[[User:AgentRev|AgentRev]]</dt>
<dd class="note">
<dd class="note">
Manual mine detection introduced in A3 v1.76 can be overridden with something like this:
Manual mine detection introduced in A3 v1.76 can be overridden with something like this:
<sqf>0 spawn
<sqf>
0 spawn
{
{
while {true} do
while {true} do
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};
};
};
};
};</sqf>
};
</sqf>
</dd>
</dd>


</dl>
</dl>

Latest revision as of 11:34, 3 September 2024

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:
Mines

Syntax

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

Examples

Example 1:
west revealMine _mine;

Additional Information

See also:
allMines detectedMines mineDetectedBy createMine mineActive

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
Posted on 2017-09-10 - 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; }; }; };