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Author Topic: MINES! go BOOM...........err......well in my case...NO boom  (Read 744 times)

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Offline KJAM

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um yeah does ANYBODY know how to arm mines in the init box? ive been looking all over for some way and not found anything

deaddog

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Re:MINES! go BOOM...........err......well in my case...NO boom
« Reply #1 on: 22 Jul 2003, 14:23:24 »
Mines don't need to be armed.  They work automatically but only on armored vehicles.  Cars, trucks, and people will not set them off.

 :)

max_killer_payne

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Re:MINES! go BOOM...........err......well in my case...NO boom
« Reply #2 on: 22 Jul 2003, 14:40:58 »
Yeah deaddogs right. But you can put this setdammage 1.0 in the init and it will blow, or put a trigger near it so that when a west unit walks past it goes off or somethin like that, whateva you need 4 it 2 work wit ur mission.

Offline KJAM

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Re:MINES! go BOOM...........err......well in my case...NO boom
« Reply #3 on: 22 Jul 2003, 14:45:08 »
what about AP mines.........shouldnt they work on people

deaddog

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Re:MINES! go BOOM...........err......well in my case...NO boom
« Reply #4 on: 22 Jul 2003, 14:52:56 »
OFP doesn't come with any AP mines.  But you can easily simulate one.  Try this:

place a "anybody present" trigger with a very small (1 meter?) radius.
condition:         "man" counttype thislist > 0
on activation:   "grenade" camcreate getpos this , or maybe getpos (thislist select 0)

This will activate the trigger only if a "man" is in the trigger area, not a "tank" or "car" or "air", etc

Offline macguba

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Re:MINES! go BOOM...........err......well in my case...NO boom
« Reply #5 on: 23 Jul 2003, 00:19:05 »
There are various mine and trap scripts in the Ed Depot.
Plenty of reviewed ArmA missions for you to play