Jump to content
M1ke_SK

disable explosion of mine

Recommended Posts

How to disable explosion of mine (APERSTripMine), but still have possibility to trigger and disarm mine?

 

 - disable simulation will disable collision with mine

- set ammo have no effect

 

 

Share this post


Link to post
Share on other sites


this enableSimulation false;

null = this spawn {

    private _position = getpos _this;

    private _explosion = "R_60mm_HE";

    waitUntil {sleep .5; triggerActivated mytrigger};

    private _bomb = createVehicle [_explosion, _position,[], 0, "CAN_COLLIDE"];

deleteVehicle _this;

};

Share this post


Link to post
Share on other sites

Maybe disable simulation and place a small trigger to cover the trip wire?

Share this post


Link to post
Share on other sites

but when I disable simulation I disable option to disarm mine

Share this post


Link to post
Share on other sites
Guest

Spawn it as a simple object and add the add action yourself ?

Share this post


Link to post
Share on other sites

Spawn it as a simple object and add the add action yourself ?

 

One cannot attach actions to a simple object via addAction.

Share this post


Link to post
Share on other sites
Guest

One cannot attach actions to a simple object via addAction.

And how am I supposed to know if its not even written on the wiki. ^^'

Do you really need an add action ?

Share this post


Link to post
Share on other sites

And how am I supposed to know if its not even written on the wiki. ^^'

Do you really need an add action ?

 

It is written on wiki. createSimpleObject in description (yellow text)

 

I need to have possibility to defuse mine.

Share this post


Link to post
Share on other sites

I wonder if using a fired eventhandler would work on explosives.

Never tried it.

 

 

I'd say use disableSimulation and then just create your own little trigger on it to do whatevery you're trying to do there.

 

Actually triggering it but at the same time not having it explode is most certainly not going to work.

Share this post


Link to post
Share on other sites

I wonder if using a fired eventhandler would work on explosives.

Never tried it.

 

Tryied that, eventhandler did not executed.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×