revealMine: Difference between revisions
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<code>0 [[spawn]] | <code>0 [[spawn]] | ||
{ | { | ||
[[while]] {[[true]]} do | [[while]] {[[true]]} [[do]] | ||
{ | { | ||
{ | { | ||
if ([[mineActive]] _x && !(_x [[mineDetectedBy]] [[playerSide]])) then | if ([[mineActive]] _x && !(_x [[mineDetectedBy]] [[playerSide]])) then | ||
{ | { | ||
playerSide [[revealMine]] _x; | |||
}; | }; | ||
} [[forEach]] ([[player]] [[nearObjects]] ["MineBase", 10]); | } [[forEach]] ([[player]] [[nearObjects]] ["MineBase", 10]); |
Revision as of 23:02, 10 September 2017
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 (mineActive _x && !(_x mineDetectedBy playerSide)) then { playerSide revealMine _x; }; } forEach (player nearObjects ["MineBase", 10]); uiSleep 0.1; }; };