Kydoimos 916 Posted August 4, 2014 (edited) Does anyone know if there's a way to place a deactivated mine in the editor? Basically, I'd like to place a mine that can be picked up, but won't explode. I've tried enableSimulation false but that doesn't do the trick. I've also tried using the deactivateMine action, which works, but you still need to deactivate the mine before you can collect it. Just seems to stop it from exploding. I just need to find a seamless, quick and easy way of picking up a mine. Thanks in advance for any suggestions! :) Edited August 4, 2014 by Kydoimos Share this post Link to post Share on other sites
jshock 513 Posted August 4, 2014 From my experiences with this, I don't believe it is possible due to the fact that the mines are under the CfgMagazines, not CfgVehicles, which in turn the createVehicle command doesn't work with such "magazines", and there is no createMagazine command. But you could just try this to test if it does or doesn't create the object: "ATMine_Range_Ammo" createVehicle (position player); If it doesn't, then I'm lost with you, but if it works then, well, there you go :p Share this post Link to post Share on other sites
2nd ranger 282 Posted August 4, 2014 Just add one to a weaponHolder? wepholder = "groundWeaponHolder" createVehicle getMarkerPos "minePos"; wepholder addMagazineCargo ["ATMine_Range_Mag", 1]; Share this post Link to post Share on other sites
Kydoimos 916 Posted August 4, 2014 Thanks 2nd Ranger, I can't believe I didn't think of that! Cheers! :p Share this post Link to post Share on other sites