revealMine: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - "<code>([^<]*)\[\[([a-zA-Z][a-zA-Z0-9_]+)\]\]([^<]*) *<\/code>" to "<code>$1$2$3</code>") |
Lou Montana (talk | contribs) m (Text replacement - "<code>([^<]*)\[\[([a-zA-Z][a-zA-Z0-9_]+)\]\]([^<]*) *<\/code>" to "<code>$1$2$3</code>") |
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{ | { | ||
{ | { | ||
if (mineActive _x && !(_x mineDetectedBy | if (mineActive _x && !(_x mineDetectedBy playerSide)) then | ||
{ | { | ||
playerSide [[revealMine]] _x; | playerSide [[revealMine]] _x; |
Revision as of 13:06, 12 May 2022
Description
- Description:
- Sets given mine as known to the side. (Knowledge about a mine is always shared across all units in a side.)
- Groups:
- Mines
Syntax
- Syntax:
- side revealMine mine
- Parameters:
- side: Side
- mine: Object
- Return Value:
- Nothing
Examples
- Example 1:
west revealMine _mine;
Additional Information
- See also:
- allMines detectedMines mineDetectedBy createMine mineActive
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; }; }; };