createMine: Difference between revisions

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m (Some wiki formatting)
(Various improvements, the position parameter can be an object (courtesy of DomT602 from Discord, https://discord.com/channels/105462288051380224/105465701543723008/1061347039994183782))
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|gr1= Mines
|gr1= Mines


|descr= Creates a mine of the given type (type is the name of the subclass of {{hl|CfgVehicles}}).
|descr= Creates a mine of the given type.<br>
If the markers array contains several marker names, the position of a random one is used, otherwise, the given position is used.
If the ''markers'' array only contains one marker name, it is ignored and the ''position'' parameter is used instead. If ''markers'' contains multiple marker names, one of them is chosen randomly and used as the center of the placement area.<br><br>
The mine is placed inside a circle with this position as its center and placement as its radius.
This command creates objects of the {{hl|CfgAmmo}} class named in <sqf inline>configFile >> "CfgVehicles" >> _type >> "ammo"</sqf>.
 
{{Feature|informative|
{{Feature|informative|
* the command creates object of the {{hl|CfgAmmo}} class named in {{hl|[[configFile]] >> "CfgVehicles" >> ''type'' >> "ammo"}}.
Unit ability to detect mines depends on many factors:
* unit ability to detect mines depends on many factors.
The starting value is defined in config, for example {{hl|./CfgVehicles/B_soldier_F/detectSkill}}, which in this case is 12.
The starting value is defined in config, for example {{hl|./CfgVehicles/B_soldier_F/detectSkill}}, which in this case is 12.
Mine specialist value for example, defined in  {{hl|./CfgVehicles/B_soldier_exp_F/detectSkill}} is 38.
Mine specialist value for example, defined in  {{hl|./CfgVehicles/B_soldier_exp_F/detectSkill}} is 38.
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|s1= [[createMine]] [type, position, markers, placement]
|s1= [[createMine]] [type, position, markers, placement]


|p1= type: [[String]] - mine type from {{hl|CfgVehicles}}
|p1= type: [[String]] - mine class name from {{hl|CfgVehicles}}


|p2= position: [[Array]] format [[Position#PositionAGL|PositionAGL]]
|p2= position: [[Object]] or [[Array]] format [[Position#PositionAGL|PositionAGL]]


|p3= markers: [[Array]] of [[String]]s - marker name(s)
|p3= markers: [[Array]] of [[String]]s - marker name(s)


|p4= placement: [[Number]] - radius
|p4= placement: [[Number]] - placement radius


|r1= [[Object]]
|r1= [[Object]]


|x1= <sqf>_mine = createMine ["APERSMine", position player, [], 0];</sqf>
|x1= <sqf>_mine = createMine ["APERSMine", ASLToAGL getPosASL player, [], 3];</sqf>


|x2= Create satchel charge and give player control over it:
|x2= Create a satchel charge and give the player control over it:
<sqf>_charge = createMine ["SatchelCharge_F", position player, [], 0];
<sqf>_charge = createMine ["SatchelCharge_F", player, [], 0];
player addOwnedMine _charge;</sqf>
player addOwnedMine _charge;</sqf>



Revision as of 21:29, 7 January 2023

Hover & click on the images for description

Description

Description:
Creates a mine of the given type.
If the markers array only contains one marker name, it is ignored and the position parameter is used instead. If markers contains multiple marker names, one of them is chosen randomly and used as the center of the placement area.

This command creates objects of the CfgAmmo class named in configFile >> "CfgVehicles" >> _type >> "ammo".
Unit ability to detect mines depends on many factors:

The starting value is defined in config, for example ./CfgVehicles/B_soldier_F/detectSkill, which in this case is 12. Mine specialist value for example, defined in ./CfgVehicles/B_soldier_exp_F/detectSkill is 38.

This value is then dynamically reduced depending on factors such as distance, if a unit is in a vehicle, if it is day or night time, how directly unit is looking at the mine, how fast unit is moving, how inconspicuous is the mine or even if it is visible.
Groups:
Mines

Syntax

Syntax:
createMine [type, position, markers, placement]
Parameters:
type: String - mine class name from CfgVehicles
position: Object or Array format PositionAGL
markers: Array of Strings - marker name(s)
placement: Number - placement radius
Return Value:
Object

Examples

Example 1:
_mine = createMine ["APERSMine", ASLToAGL getPosASL player, [], 3];
Example 2:
Create a satchel charge and give the player control over it:
_charge = createMine ["SatchelCharge_F", player, [], 0]; player addOwnedMine _charge;

Additional Information

See also:
allMines detectedMines mineDetectedBy mineActive revealMine getAllOwnedMines addOwnedMine removeOwnedMine removeAllOwnedMines

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
Tankbuster - c
Posted on Jun 05, 2017 - 22:43 (UTC)
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.
killzone_kid - c
Posted on Sep 25, 2019 - 03:28 (UTC)
The following explosives used in Arma 3 can be created with this command:
Mines Remote detonation charges
  • "ATMine"
  • "APERSMine"
  • "APERSBoundingMine"
  • "SLAMDirectionalMine"
  • "APERSTripMine"
  • "UnderwaterMine"
  • "UnderwaterMineAB"
  • "UnderwaterMinePDM"
  • "SatchelCharge_F"
  • "DemoCharge_F"
  • "Claymore_F"
  • "IEDUrbanBig_F"
  • "IEDLandBig_F"
  • "IEDUrbanSmall_F"
  • "IEDLandSmall_F"