revealMine: Difference between revisions

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m (Text replacement - "<code>([^<]*)\[\[([a-zA-Z][a-zA-Z0-9_]+)\]\]([^<]*) *<\/code>" to "<code>$1$2$3</code>")
m (Text replacement - "\|x([0-9])= *<code>([^<]*)<\/code>" to "|x$1= <sqf>$2</sqf>")
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|r1= [[Nothing]]
|r1= [[Nothing]]


|x1= <code>west revealMine _mine;</code>
|x1= <sqf>west revealMine _mine;</sqf>


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

Revision as of 11:24, 13 May 2022

Hover & click on the images for description

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

Syntax:
side revealMine mine
Parameters:
side: Side
mine: Object
Return Value:
Nothing

Examples

Example 1:
west revealMine _mine;

Additional Information

See also:
allMines detectedMines mineDetectedBy createMine mineActive

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; }; }; };