revealMine: Difference between revisions

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m (Text replacement - " {{GameCategory|arma3|New Scripting Commands}} {{GameCategory|arma3|Scripting Commands}} {{uc:{{PAGENAME}}}} " to "")
m (Text replacement - "\| *((\[\[[a-zA-Z0-9_ |()]+\]\],? ?)+) * \}\}" to "|seealso= $1 }}")
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|x1= <code>[[west]] [[revealMine]] _mine;</code>
|x1= <code>[[west]] [[revealMine]] _mine;</code>


| [[allMines]], [[detectedMines]], [[mineDetectedBy]], [[createMine]], [[mineActive]]
|seealso= [[allMines]], [[detectedMines]], [[mineDetectedBy]], [[createMine]], [[mineActive]]
}}
}}



Revision as of 01:01, 17 February 2021

Hover & click on the images for description

Description

Description:
Description needed
Groups:
Mines

Syntax

Syntax:
Syntax needed
Parameters:
side: Side
mine: Object
Return Value:
Return value needed

Examples

Example 1:
west revealMine _mine;

Additional Information

See also:
allMinesdetectedMinesmineDetectedBycreateMinemineActive

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; }; }; };