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Showing results for tags 'minefield'.
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Hi to everyone, I 've searched tried and then frustrated because with a lot of googling i can find anything so far but this. Is there a way to make a minefield module randomly generated? As you can imagine i tried to link the module to an empty marker but as expected didn't work. I tried to find a post here creating a minefield with script but i couldn't as well. So i beg for your help. Even an answer like : No you can't will be so much time saver. Thank you in advance to anyone who will even read my post and question, Jim
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Hooking the minefield sites module.
jakeplissken posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello. Is there a way to put a trigger around the minefield sites module that will detect when all of the mines have been defused? I am building a mission on Zargabad and this will involve disarming mines scattered around the city. Is this possible, or should I just use mineactive() and lay the mines by hand? I am thinking this could work if you could detect all the mines inside a trigger and then activate when they are all deactivated. But this would make the mission easier if this could be done. I have this code in a trigger. {["mine_", str(_x)] call BIS_fnc_inString} count (thisTrigger nearObjects 10) > 1; But this will not fire once I have disarmed and removed the mines. I am using ACE3 and Alive. Thank you. #EDIT, realized my mistake, probably should be. {["mine_", str(_x)] call BIS_fnc_inString} count (thisTrigger nearObjects 10) < 1; ;). This works. Put this in a trigger surrounding the minefield and this triggers when they are all disarmed. Should be very useful to someone else in my situation.