createMine: Difference between revisions

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|seealso= [[allMines]], [[detectedMines]], [[mineDetectedBy]], [[mineActive]], [[revealMine]], [[getAllOwnedMines]], [[addOwnedMine]], [[removeOwnedMine]], [[removeAllOwnedMines]]
|seealso= [[allMines]], [[detectedMines]], [[mineDetectedBy]], [[mineActive]], [[revealMine]], [[getAllOwnedMines]], [[addOwnedMine]], [[removeOwnedMine]], [[removeAllOwnedMines]]
}}
}}


{{GameCategory|ofpe|Scripting Commands}}
{{GameCategory|ofpe|Scripting Commands}}

Revision as of 23:00, 10 June 2021

Hover & click on the images for description

Description

Description:
Description needed
Groups:
Mines

Syntax

Syntax:
Syntax needed
Parameters:
[type, position, markers, placement]: Array
type: String - mine type from CfgVehicles
position: PositionAGL
markers: Array
placement: Number - radius
Return Value:
Object

Examples

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

Additional Information

See also:
allMinesdetectedMinesmineDetectedBymineActiverevealMinegetAllOwnedMinesaddOwnedMineremoveOwnedMineremoveAllOwnedMines

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 June 5, 2017 - 22:43 (UTC)
Tankbuster
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.