revealMine: Difference between revisions
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m (Text replacement - " {{GameCategory|arma3|New Scripting Commands}} {{GameCategory|arma3|Scripting Commands}} {{uc:{{PAGENAME}}}} " to "") |
Lou Montana (talk | contribs) m (Text replacement - "\| *((\[\[[a-zA-Z0-9_ |()]+\]\],? ?)+) * \}\}" to "|seealso= $1 }}") |
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|x1= <code>[[west]] [[revealMine]] _mine;</code> | |x1= <code>[[west]] [[revealMine]] _mine;</code> | ||
| [[allMines]], [[detectedMines]], [[mineDetectedBy]], [[createMine]], [[mineActive]] | |seealso= [[allMines]], [[detectedMines]], [[mineDetectedBy]], [[createMine]], [[mineActive]] | ||
}} | }} | ||
Revision as of 00:01, 17 February 2021
Description
- Description:
- Description needed
- Groups:
- Mines
Syntax
- Syntax:
- Syntax needed
- Parameters:
- side: Side
- mine: Object
- Return Value:
- Return value needed
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
- 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; }; }; };