Home   Help Search Login Register  

Author Topic: Mine clearing  (Read 846 times)

0 Members and 1 Guest are viewing this topic.

Voron357

  • Guest
Mine clearing
« on: 30 Sep 2005, 00:30:23 »
Imagine such situation 1 …
You the simple soldier, before you on the ground lays a mine (established through mina1 = "mine" camcreate getpos x ").

Now a question. How it is possible to make so that at approach(approximation) this mine you in « the menu of actions » had an item(a point) « To clear of mines a mine » and thus this action not additional, i.e. not added through "addaction"?
Whether it is possible?

Imagine such situation 2 …
You the miner, at approach a mine which has been created with the help mina = "mine" camcreate getpos x, at you appears action "to clear of mines", you will clear of mines this mine.

Now a question. How it is possible to make so that at mine clearing this mine worked any trigger?
Whether it is possible to make it?

Offline Triggerhappy

  • Contributing Member
  • **
  • Llama, it's what's for dinner.
Re:Mine clearing
« Reply #1 on: 30 Sep 2005, 02:08:39 »
mina1 = "mine" camcreate (getpos x)
mina1 addaction ["Clear Mine","clearmine.sqs"]

clearmine.sqs
Code: [Select]
delectevehicle (_this select 0)
thats the easiest way to do it

triggers wouldn't be very effective...

Voron357

  • Guest
Re:Mine clearing
« Reply #2 on: 30 Sep 2005, 04:51:11 »
I shall not understand something, how it is possible for a mine to add additional action ?

I have made so:
Has put a mine, has made the trigger on approach it the player then there is an additional action on which pressing the mine disappears.
But I have left this variant on then as hunting to make how it is designed by game, i.e. the mine at mine clearing is as though overturned.

Because of it I also have decided to ask about such variant, as interception when the certain mine is considered mine cleared.

Offline h-

  • OFPEC Site
  • Administrator
  • *****
  • Formerly HateR_Kint
    • OFPEC
Re:Mine clearing
« Reply #3 on: 30 Sep 2005, 09:02:02 »
@Triggerhappy
With BIS original mine (the AT mine) that won't work... ??
At least I didn't get it to work..

I have 'worked' on/with the BIS AT mine quite a lot and it does not exist almost in any level in the game.. :(
Nothing that applies to other objects applies to the mine, hit eventhandler says it's a null-object (or something similar) when a tank drives on a mine and the only way to actually detect a mine is to do a nearestObject scan..
It doesn't seem to accept eventHandlers (even in the config), etc..

@MODUL
There is no way to make the mine turn over like the original OFP mine does...
Unless the mine has such an animation defined which would be stated in the mine Addons readme (if you are using an AddOn..)..
« Last Edit: 30 Sep 2005, 12:37:32 by HateR_Kint »
Project MCAR   ---   Northern Fronts   ---   Emitter 3Ditor
INFORMATIVE THREAD TITLES PLEASE. "PLEASE HELP" IS NOT ONE..
Chuck Norris can divide by zero.

Offline macguba

  • Former Staff
  • ****
    • macguba's operation flashpoint page
Re:Mine clearing
« Reply #4 on: 30 Sep 2005, 11:45:55 »
HateR_Kint is right.  Mines are extremely difficult objects to work worth, since most commands do not apply to them.

Sui (Facile Ground) and I (Regina Proeliorum, still a beta and available from my site) independently came up with different solutions to this problem, but they are both complex.  

You are welcome to dig through Regina and use the system there providing credit is given.  I'd explain it to you but I made it a long time ago and can't remember how it works.    In any case I suggest you give up on the whole idea and do something else - frankly its not worth the trouble.

Plenty of reviewed ArmA missions for you to play

Offline ACF

  • Members
  • *
  • Llama?? Ain't that French for tanks?
Re:Mine clearing
« Reply #5 on: 30 Sep 2005, 13:24:35 »
I may have missed the point, but why not make the player is an 'Engineer' class unit so he can deactivate BIS mines?   It even works on camcreated ones.  Just change his default weapon loadout to whatever you want/need.

The more complex solution would be to reconfigure a unit to have the same mine-deactivating attribute as an Engineer (something along the lines of CanDeactivateMine = true???)

Voron357

  • Guest
Re:Mine clearing
« Reply #6 on: 30 Sep 2005, 18:05:11 »
Well, first situation is unsoluble... It is a pity.

And how on the account of the second situation, whether it is possible to trace action of the player on mine clearing or that worked any trigger at mine clearing the certain mine?

Voron357

  • Guest
Re:Mine clearing
« Reply #7 on: 01 Oct 2005, 22:20:59 »
Well, I shall solve the question by means of a command "addAction"...

All thanks for advice and dialogue.  :)