revealMine: Difference between revisions
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<code>0 [[spawn]] | <code>0 [[spawn]] | ||
{ | { | ||
while {true} do | |||
{ | { | ||
if ("MineDetector" [[in]] [[items]] [[player]]) then | |||
{ | { | ||
{ | { | ||
playerSide [[revealMine]] _x; | if ([[mineActive]] _x && !(_x [[mineDetectedBy]] [[playerSide]])) then | ||
{ | |||
playerSide [[revealMine]] _x; | |||
}; | |||
} [[forEach]] (player [[nearObjects]] ["MineBase", 10]); | |||
[[uiSleep]] 0.1; | |||
} | |||
else | |||
{ | |||
uiSleep 3; | |||
}; | |||
}; | }; | ||
};</code> | };</code> |
Revision as of 19:06, 11 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 ("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; }; }; };