revealMine: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - " *\| *([Cc]omments|COMMENTS|Game|[Gg]ame [Nn]ame( +[0-9])?|Game [Vv]ersion( +[0-9])?|Game Version \(number surrounded by NO SPACES\)|Arguments in MP|MP[Aa]rg|Multiplayer Arguments( \("local" or "global"\))?|Effects|Execution|Effects...) |
Lou Montana (talk | contribs) m (Text replacement - " {3,}\|" to " |") |
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| [[Nothing]] | | [[Nothing]] | ||
|x1= <code>[[west]] [[revealMine]] _mine;</code> | |x1= <code>[[west]] [[revealMine]] _mine;</code> | ||
| [[allMines]], [[detectedMines]], [[mineDetectedBy]], [[createMine]], [[mineActive]] | | [[allMines]], [[detectedMines]], [[mineDetectedBy]], [[createMine]], [[mineActive]] |
Revision as of 17:58, 18 January 2021
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
Examples
- Example 1:
west revealMine _mine;
Additional Information
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; }; }; };