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Revision as of 14:31, 17 January 2021
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.
- 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.
Categories:
- Scripting Commands
- Introduced with Armed Assault version 1.00
- ArmA: Armed Assault: New Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Command Group: Mines
- Operation Flashpoint: Elite: Scripting Commands
- Arma 2: Scripting Commands
- Arma 3: Scripting Commands
- Take On Helicopters: Scripting Commands