createMine: Difference between revisions

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{{Command|= Comments
{{RV|type=command
____________________________________________________________________________________________


| arma |= Game name
|game1= ofpe
|version1= 1.00


|1.00|= Game version
|game2= arma1
____________________________________________________________________________________________
|version2= 1.00


| 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. |= Description
|game3= arma2
____________________________________________________________________________________________
|version3= 1.00


| [[Object]] <nowiki>=</nowiki> '''createMine''' [type, position, markers, placement] |= Syntax
|game4= arma2oa
|version4= 1.50


|p1= [type, position, markers, placement]: [[Array]] |= Parameter 1
|game5= tkoh
|p2= type: [[String]] |= Parameter 2
|version5= 1.00
|p3= position: [[PositionAGL]] |= Parameter 3
|p4= markers: [[Array]] |= Parameter 4
|p5= placement: [[Number]] radius |= Parameter 5
| [[Object]] |= Return value
____________________________________________________________________________________________
 
|x1= <code>_mine = [[createMine]] ["MineMine", [[position]] [[player]], [], 0];</code> |= Example 1
____________________________________________________________________________________________


| [[allMines]], [[detectedMines]], [[mineDetectedBy]], [[mineActive]], [[revealMine]] |= See also
|game6= arma3
|version6= 0.50


|gr1= Mines
|descr= Creates a mine of the given type.<br>
If the ''markers'' array only contains one marker name, it is ignored and the ''position'' parameter is used instead.
If ''markers'' contains multiple marker names, one of them is chosen randomly and used as the center of the placement area.<br><br>
This command creates objects of the {{hl|CfgAmmo}} class named in <sqf inline>configFile >> "CfgVehicles" >> _type >> "ammo"</sqf>.
{{Feature|informative|
Unit ability to detect mines depends on many factors:
The starting value is defined in config, for example {{hl|./CfgVehicles/B_soldier_F/detectSkill}}, which in this case is 12.
Mine specialist value for example, defined in {{hl|./CfgVehicles/B_soldier_exp_F/detectSkill}} is 38.
This value is then dynamically reduced depending on factors such as distance, if a unit is in a vehicle, if it is day or night time, how directly unit is looking at the mine, how fast unit is moving, how inconspicuous is the mine or even if it is visible.
}}
}}


<h3 style="display:none">Notes</h3>
|s1= [[createMine]] [type, position, markers, placement]
<dl class="command_description">
 
<!-- Note Section BEGIN -->
|p1= type: [[String]] - mine class name from {{hl|CfgVehicles}}
 
|p2= position: [[Object]] or [[Array]] format [[Position#PositionAGL|PositionAGL]]
 
|p3= markers: [[Array]] of [[String]]s - marker name(s)
 
|p4= placement: [[Number]] - placement radius
 
|r1= [[Object]]
 
|x1= <sqf>_mine = createMine ["APERSMine", ASLToAGL getPosASL player, [], 3];</sqf>
 
|x2= Create a satchel charge and give the player control over it:
<sqf>
_charge = createMine ["SatchelCharge_F", player, [], 0];
player addOwnedMine _charge;
</sqf>


<!-- Note Section END -->
|seealso= [[allMines]] [[detectedMines]] [[mineDetectedBy]] [[mineActive]] [[revealMine]] [[getAllOwnedMines]] [[addOwnedMine]] [[removeOwnedMine]] [[removeAllOwnedMines]]
</dl>
}}


<h3 style="display:none">Bottom Section</h3>
{{Note
|user= Tankbuster
|timestamp= 20170605224300
|text= 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.
}}


[[Category:Scripting Commands|CREATEMINE]]
{{Note
[[Category:Scripting Commands OFP Elite |CREATEMINE]]
|user= Killzone_Kid
[[Category:Scripting Commands ArmA|CREATEMINE]]
|timestamp= 20190925032800
[[Category:Command_Group:_Object_Manipulation|{{uc:{{PAGENAME}}}}]]
|text= The following explosives used in {{arma3}} can be created with this command:
[[Category:Command_Group:_Weapons|{{uc:{{PAGENAME}}}}]]
{{{!}} class="wikitable"
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]]
! Mines
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
! Remote detonation charges
[[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]]
{{!}}- style="vertical-align: top"
{{!}}
* {{hl|"ATMine"}}
* {{hl|"APERSMine"}}
* {{hl|"APERSBoundingMine"}}
* {{hl|"SLAMDirectionalMine"}}
* {{hl|"APERSTripMine"}}
* {{hl|"UnderwaterMine"}}
* {{hl|"UnderwaterMineAB"}}
* {{hl|"UnderwaterMinePDM"}}
{{!}}
* {{hl|"SatchelCharge_F"}}
* {{hl|"DemoCharge_F"}}
* {{hl|"Claymore_F"}}
* {{hl|"IEDUrbanBig_F"}}
* {{hl|"IEDLandBig_F"}}
* {{hl|"IEDUrbanSmall_F"}}
* {{hl|"IEDLandSmall_F"}}
}}

Latest revision as of 11:35, 3 September 2024

Hover & click on the images for description

Description

Description:
Creates a mine of the given type.
If the markers array only contains one marker name, it is ignored and the position parameter is used instead. If markers contains multiple marker names, one of them is chosen randomly and used as the center of the placement area.

This command creates objects of the CfgAmmo class named in configFile >> "CfgVehicles" >> _type >> "ammo".
Unit ability to detect mines depends on many factors:

The starting value is defined in config, for example ./CfgVehicles/B_soldier_F/detectSkill, which in this case is 12. Mine specialist value for example, defined in ./CfgVehicles/B_soldier_exp_F/detectSkill is 38.

This value is then dynamically reduced depending on factors such as distance, if a unit is in a vehicle, if it is day or night time, how directly unit is looking at the mine, how fast unit is moving, how inconspicuous is the mine or even if it is visible.
Groups:
Mines

Syntax

Syntax:
createMine [type, position, markers, placement]
Parameters:
type: String - mine class name from CfgVehicles
position: Object or Array format PositionAGL
markers: Array of Strings - marker name(s)
placement: Number - placement radius
Return Value:
Object

Examples

Example 1:
_mine = createMine ["APERSMine", ASLToAGL getPosASL player, [], 3];
Example 2:
Create a satchel charge and give the player control over it:
_charge = createMine ["SatchelCharge_F", player, [], 0]; player addOwnedMine _charge;

Additional Information

See also:
allMines detectedMines mineDetectedBy mineActive revealMine getAllOwnedMines addOwnedMine removeOwnedMine removeAllOwnedMines

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
Tankbuster - c
Posted on Jun 05, 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.
Killzone_Kid - c
Posted on Sep 25, 2019 - 03:28 (UTC)
The following explosives used in Arma 3 can be created with this command:
Mines Remote detonation charges
  • "ATMine"
  • "APERSMine"
  • "APERSBoundingMine"
  • "SLAMDirectionalMine"
  • "APERSTripMine"
  • "UnderwaterMine"
  • "UnderwaterMineAB"
  • "UnderwaterMinePDM"
  • "SatchelCharge_F"
  • "DemoCharge_F"
  • "Claymore_F"
  • "IEDUrbanBig_F"
  • "IEDLandBig_F"
  • "IEDUrbanSmall_F"
  • "IEDLandSmall_F"