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wolffy.au

Minefield Demo - v1.2

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Download here - http://creobellum.org/node/54

This mission is to demonstrate the use of automated Mine fields. Use the radio commands to teleport and camera functions.

screenshot_1.jpg

Usage:

To use, drop rectangular markers on the area you want to cover and edit your Init.sqf file with the following:

call{["Mines","Mines_1"] execVM "crB_scripts\crB_MineFields.sqf";};

Where "Mines" and "Mines_1" are the marker names.

The area will auto-populate with danger signs and hedgehogs. To state the obvious, yes you will explode if you enter the area.

Created by: (AEF)Wolffy.au [2CAV]

Change Log:

Changes - v1.2

- Markers indicating mine fields are drawn without delay.

- Triggers are placed without delay

- Each minefield marker is populated in its own spawned process

- Removed real mines from function to improve FPS

- Reduced number of objects per metre to improve FPS

- Added hedgehogs to prevent vehicles from entering the area

- Added multiple blast size options - Odin

- Changed only healthy or lightly injured units will trigger mines - Odin

Changes - v0.2

- Fixed angled markers

- Added marker array inputs

- Fixed not killing everyone

Thanks to:

RotatePosition function by Joris-Jan van't Land

Visit us a http://creoBellum.org

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How can I get this kinda of script/setup working in a MP-enviroment (server) ?

As it is now the script only sets up the minefield in preview.

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