ArmAOfficialTester1123 0 Posted April 29, 2007 Hi i have been using ArmA for sometime now, i love it, but....................how do u make a bloody mine explode, lol thanks Ollie PS Searched for it.......NOTHING Share this post Link to post Share on other sites
Messiah 2 Posted April 29, 2007 the mines available from the editor are anti tank mines, thus drive over them with a tank to make them blow up Share this post Link to post Share on other sites
ArmAOfficialTester1123 0 Posted April 29, 2007 thank you alot is there away to trigger them, with (F3) Trigger Share this post Link to post Share on other sites
4 IN 1 0 Posted April 29, 2007 erm.........wait for a tank to cross over it........you know......they are not AP mines such as Claymore Share this post Link to post Share on other sites
Infam0us 10 Posted April 29, 2007 Afaik only a tank driving directly over it will set it off .... nothing else can, not even a convoy of trucks which I was suprised at once! Anyhoo it might be possible to script it, but if thats the case why not just use Satchels? Share this post Link to post Share on other sites
Messiah 2 Posted April 29, 2007 you could use a trigger to set it off for anything passing over it (this is off the top of my head though): Place your mine, name it mine1 Place a trigger over the mine with the radius you want to have it set off by (1 or 2m would be sensible) set the activated by to anybody and then in the on activation field: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">bang1 = "Sh_120_HE" camcreate (position mine1); deletevehicle mine1 bear in mind I'm not 100% certain of what type of shell to camcreate so tinker with the different shells and grenades to get the size explosion you want. I've also never used the 'position' command before, so if that fails to work replace the bracketed stuff with: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[(getpos mine1 select 0), (getpos mine1 select 1), (getpost mine1 select 2) +0.1] the reason for the +0.1 is to raise the spawned object a little above the ground so it actually explodes properly. At least in OFP if you spawned an object partially in the ground, the explosion and crater would appear, but there would be no real world damage to anything. hope this helps - and because my arma scripting is still a little fragile from the conversion over from ofp, please can other knowledgeable members double check my code Share this post Link to post Share on other sites
Second 0 Posted April 29, 2007 Afaik only a tank driving directly over it will set it off .... nothing else can, not even a convoy of trucks which I was suprised at once! By my experience they blow under truck... I've atleast driven over them with OFP attitude: "they cannot harm me!"... And KA-BOOM! effect has followed... Atleast i've assumed that it was mine and not some RPG guy (i knew that i was driving on mine) And ArmA version was 1.02... Haven't tried it in later versions. Share this post Link to post Share on other sites
Maddmatt 1 Posted April 29, 2007 Afaik only a tank driving directly over it will set it off .... nothing else can, not even a convoy of trucks which I was suprised at once! By my experience they blow under truck... I've atleast driven over them with OFP attitude: "they cannot harm me!"... And KA-BOOM! effect has followed... Atleast i've assumed that it was mine and not some RPG guy (i knew that i was driving on mine) And ArmA version was 1.02... Haven't tried it in later versions. Probably a satchel charge, unless it was some mission which scripted the mine to explode under anything. Share this post Link to post Share on other sites
Big Dawg KS 6 Posted April 29, 2007 Afaik only a tank driving directly over it will set it off .... nothing else can, not even a convoy of trucks which I was suprised at once! By my experience they blow under truck... I've atleast driven over them with OFP attitude: "they cannot harm me!"... And KA-BOOM! effect has followed... Atleast i've assumed that it was mine and not some RPG guy (i knew that i was driving on mine) And ArmA version was 1.02... Haven't tried it in later versions. Â I believe it's based on weight (ex: heavier vehicles put more pressure on the ground, and AT mines are pressure activated, hence why a truck can not detinate it if it's not heavy enough). At least it should be if it's not. Share this post Link to post Share on other sites
Second 0 Posted April 29, 2007 Probably a satchel charge, unless it was some mission which scripted the mine to explode under anything. It was my self-made mission and there was no "special features"... It'a most likely that it was something else than mine... Most likely RPG. EDIT: Have to test that thing what KyleSarnik said... Share this post Link to post Share on other sites
ck-claw 1 Posted April 29, 2007 Have tried it with a truck-no joy! But not fully loaded with troops? Share this post Link to post Share on other sites
thr0tt 12 Posted April 29, 2007 Try the default mission 1st one and place some mines on the road, watch what trigger them... trucks I believe and anything else that drives over them. Share this post Link to post Share on other sites
Victor_S. 0 Posted April 29, 2007 if you want to rig your own mine you can with a simple trigger. put a gamelogic, or car or what ever you want to explode, and name it bomb. then make a trigger with a radius of whatever you want. The radius is how close the unit has to get to the gamelogic/other to trigger the explosion. Set it to East present (or whatever side you want it to effect). Click on the effects button and in the on Activation tab put: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"handgrenade" camcreate [getpos bomb select 0,getpos bomb select 1] I believe that is correct for ARMA. Just put the trigger directly on the gamelogic/object and when the unit gets to close it explodes. I think laserguidedbomb also works instead of handgrenade. Bigger explosion. Share this post Link to post Share on other sites
mattxr 9 Posted April 29, 2007 Wont "Mine1 Setdamge 1;" work? Share this post Link to post Share on other sites
Second 0 Posted April 29, 2007 Wont "Mine1 Setdamge 1;" work? Not if, it's same as in OFP... Mine still is active (no way to blow them up with shells ) setdam(m)age Share this post Link to post Share on other sites
dwringer 45 Posted April 29, 2007 I just set up a test in the editor with a minefield intersecting a road, then I had various vehicles drive over it one at a time (restarting the mission each time). I noticed something definitely odd. As expected , HMMWV's don't set them off at all. 5-ton truck: set them off 5-ton truck, open: set them off 5-ton truck, machinegun: did NOT set them off This doesn't really make sense to me, the truck with the MG had an extra passenger and the gun, meaning that it SHOULD have weighed more, but apparently it didn't. I have yet to try loading up other 5 ton trucks with 1 or more passengers to see what happens. Share this post Link to post Share on other sites
Messiah 2 Posted April 29, 2007 it's more than likely to be a class issue, as in the mine is expected to blow up when certain classes of vehicles drive over the mine (armoured, light armoured, heavy vehicles) - it appears then that the armed 5tonners are not included in this appraisal. Share this post Link to post Share on other sites
Maddmatt 1 Posted April 30, 2007 That is strange. I guess it's a class issue as Messiah said, although the truck with the MG should inherit from the normal truck. Maybe the mine only goes off when a wheel goes over it? Share this post Link to post Share on other sites
raedor 8 Posted April 30, 2007 Moving to ArmA: ME&S. Share this post Link to post Share on other sites