shuko 59 Posted October 18, 2009 Anyone figured out how to detect when an engineer disarms a mine? I'm referring to the built-in action they have. If that's not possible, then how to remove that action from them? Share this post Link to post Share on other sites
elementy 10 Posted October 18, 2009 select 'demolition spec ops' or 'saboteur' than 6key (Action). will find defusing bomb or mine. also satchel bomb too walk same Share this post Link to post Share on other sites
shuko 59 Posted October 18, 2009 detect Meaning, does any event fire up that can be catched, or some more complex workaround. Share this post Link to post Share on other sites
charon productions 10 Posted October 18, 2009 @shk: There is unfortunately no "disarmedmine" Eventhandler ;) You could do several things. Re-write the mine script, so that when it is disabled the nearby engineer gets found. Or put such a script on any engineer and check if he is within range of a mine. To identify the mine disarmament, you could check if the engineer unit is "playing" the disarming animation (if there is any, lol have never checked that) Share this post Link to post Share on other sites
shuko 59 Posted October 18, 2009 I've actually checked out the anims etc, but it seems a simple thing like this needs a workaround for a workaround. Not really unexpected, still disappointing. Share this post Link to post Share on other sites
tcp 10 Posted October 18, 2009 Just put a small trigger around the mine. Activation repeatedly Condition: ((nearestObject[(thislist select 0),"MineMineE"]) in thislist) I think "MineMine" is planted mine, and "MineMineE" is disarmed mine (but still on ground) I think it will work repeatedly, in case someone rearms the mine and disarms it later. Share this post Link to post Share on other sites
shuko 59 Posted October 18, 2009 Only if it was that simple... and worked. Next ;) Share this post Link to post Share on other sites