revealMine: Difference between revisions

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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]]
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<dt></dt>
<dt></dt>
<dd class="notedate">Posted on September 10, 2017 - 21:59 (UTC)</dd>
<dd class="notedate">Posted on 2017-09-10 - 21:59 (UTC)</dd>
<dt class="note">[[User:AgentRevolution|AgentRev]]</dt>
<dt class="note">[[User:AgentRevolution|AgentRev]]</dt>
<dd class="note">
<dd class="note">
Manual mine detection introduced in A3 v1.76 can be overridden with something like this:
Manual mine detection introduced in A3 v1.76 can be overridden with something like this:
<code>0 spawn
<sqf>0 spawn
{
{
while {true} do
while {true} do
Line 35: Line 35:
{
{
{
{
if ([[mineActive]] _x && !(_x [[mineDetectedBy]] [[playerSide]])) then
if (mineActive _x && !(_x mineDetectedBy playerSide)) then
{
{
playerSide [[revealMine]] _x;
playerSide revealMine _x;
};
};
} [[forEach]] (player [[nearObjects]] ["MineBase", 10]);
} forEach (player nearObjects ["MineBase", 10]);


[[uiSleep]] 0.1;
uiSleep 0.1;
}
}
else
else
Line 48: Line 48:
};
};
};
};
};</code>
};</sqf>
</dd>
</dd>


</dl>
</dl>

Revision as of 00:10, 14 May 2023

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 2017-09-10 - 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; }; }; };