createMine: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
m (Text replacement - " <h3 style="display:none">Notes</h3> <dl class="command_description"> <!-- Note Section BEGIN --> <!-- Note Section END --> </dl> " to "")
m (Text replacement - " *\| *([Cc]omments|COMMENTS|Game|[Gg]ame [Nn]ame|Game [Vv]ersion|Game Version \(number surrounded by NO SPACES\)|Multiplayer Arguments( \("local" or "global"\))?|Effects|Multiplayer Effects( \("local" or "global"\))?|Multiplayer Exe...)
Line 1: Line 1:
{{Command|Comments=
{{Command


| arma1 |Game name=
| arma1


|1.00|Game version=
|1.00


|gr1= Mines |GROUP1=
|gr1= Mines


| Creates a mine of the given type (type is the name of the subclass of <tt>CfgVehicles</tt>). If the markers array contains several marker names, the position of a random one is used, otherwise, the given position is used. The mine is placed inside a circle with this position as its center and placement as its radius. <br><br>
| Creates a mine of the given type (type is the name of the subclass of <tt>CfgVehicles</tt>). If the markers array contains several marker names, the position of a random one is used, otherwise, the given position is used. The mine is placed inside a circle with this position as its center and placement as its radius. <br><br>
{{Informative | The command creates object of the <tt>CfgAmmo</tt> class named in <tt>[[configFile]] >> "CfgVehicles" >> type >> "ammo"</tt>. The following explosives used in Arma 3 could be created with this command:
{{Informative | The command creates object of the <tt>CfgAmmo</tt> class named in <tt>[[configFile]] >> "CfgVehicles" >> type >> "ammo"</tt>. The following explosives used in Arma 3 could be created with this command:
* Mines: <tt>"ATMine"</tt>, <tt>"APERSMine"</tt>, <tt>"APERSBoundingMine"</tt>, <tt>"SLAMDirectionalMine"</tt>, <tt>"APERSTripMine"</tt>, <tt>"UnderwaterMine"</tt>, <tt>"UnderwaterMineAB"</tt>, <tt>"UnderwaterMinePDM"</tt>
* Mines: <tt>"ATMine"</tt>, <tt>"APERSMine"</tt>, <tt>"APERSBoundingMine"</tt>, <tt>"SLAMDirectionalMine"</tt>, <tt>"APERSTripMine"</tt>, <tt>"UnderwaterMine"</tt>, <tt>"UnderwaterMineAB"</tt>, <tt>"UnderwaterMinePDM"</tt>
* Remote detonation charges: <tt>"SatchelCharge_F"</tt>, <tt>"DemoCharge_F"</tt>, <tt>"Claymore_F"</tt>, <tt>"IEDUrbanBig_F"</tt>, <tt>"IEDLandBig_F"</tt>, <tt>"IEDUrbanSmall_F"</tt>, <tt>"IEDLandSmall_F"</tt>}} |DESCRIPTION=
* Remote detonation charges: <tt>"SatchelCharge_F"</tt>, <tt>"DemoCharge_F"</tt>, <tt>"Claymore_F"</tt>, <tt>"IEDUrbanBig_F"</tt>, <tt>"IEDLandBig_F"</tt>, <tt>"IEDUrbanSmall_F"</tt>, <tt>"IEDLandSmall_F"</tt>}}


|'''createMine''' [type, position, markers, placement] |SYNTAX=
|'''createMine''' [type, position, markers, placement]


|p1= [type, position, markers, placement]: [[Array]] |PARAMETER1=
|p1= [type, position, markers, placement]: [[Array]]
|p2= type: [[String]] - mine type from <tt>CfgVehicles</tt> |PARAMETER2=
|p2= type: [[String]] - mine type from <tt>CfgVehicles</tt>
|p3= position: [[PositionAGL]] |PARAMETER3=
|p3= position: [[PositionAGL]]
|p4= markers: [[Array]] |PARAMETER4=
|p4= markers: [[Array]]
|p5= placement: [[Number]] - radius |PARAMETER5=
|p5= placement: [[Number]] - radius
| [[Object]] |RETURNVALUE=
| [[Object]]
   
   
|x1= <code>_mine = [[createMine]] ["APERSMine", [[position]] [[player]], [], 0];</code> |EXAMPLE1=
|x1= <code>_mine = [[createMine]] ["APERSMine", [[position]] [[player]], [], 0];</code>
|x2= Create satchel charge and give player control over it: <code>_charge = [[createMine]] ["SatchelCharge_F", [[position]] [[player]], [], 0];
|x2= Create satchel charge and give player control over it: <code>_charge = [[createMine]] ["SatchelCharge_F", [[position]] [[player]], [], 0];
[[player]] [[addOwnedMine]] _charge;</code> |EXAMPLE2=
[[player]] [[addOwnedMine]] _charge;</code>


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


}}
}}

Revision as of 01:13, 18 January 2021

Hover & click on the images for description

Description

Description:
Creates a mine of the given type (type is the name of the subclass of CfgVehicles). If the markers array contains several marker names, the position of a random one is used, otherwise, the given position is used. The mine is placed inside a circle with this position as its center and placement as its radius.

The command creates object of the CfgAmmo class named in configFile >> "CfgVehicles" >> type >> "ammo". The following explosives used in Arma 3 could be created with this command:
  • Mines: "ATMine", "APERSMine", "APERSBoundingMine", "SLAMDirectionalMine", "APERSTripMine", "UnderwaterMine", "UnderwaterMineAB", "UnderwaterMinePDM"
  • Remote detonation charges: "SatchelCharge_F", "DemoCharge_F", "Claymore_F", "IEDUrbanBig_F", "IEDLandBig_F", "IEDUrbanSmall_F", "IEDLandSmall_F"
Groups:
Mines

Syntax

Syntax:
createMine [type, position, markers, placement]
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

Bottom Section

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.