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BEAKSBY

Is there a command to deactivate mines?

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Hi ALL,

I have a script that creates a "ghost vehicle" using createVehicleLocal and allows the player to position it around him until he spawns the real one.

But if there are mines in the area they are triggered by the ghost vehicle.

How can I avoid triggering mines with the "ghost vehicle"? I don't want to position it 2m above the ground as this looks funny.

Is there a way to deactivate the mines? If so, I could do so when the "ghost vehicle" is within a certain range? Otherwise I guess I have to use allMines within a certain range, store them, delete them and then re-createMine once the vehicle is out of range?

BTW I noticed there is a mineActive command, but aren't all mines active once they are placed? How can you make them "non-active"?

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How can I avoid triggering mines with the "ghost vehicle"? I don't want to position it 2m above the ground as this looks funny.

There's an action deactivateMine. You could just store their positions, delete them and then re-place new mines.

---------- Post added at 20:42 ---------- Previous post was at 20:31 ----------

Untested.

// Not sure if we can use nearestObjects here??

_minePositions = [];
_mines = nearestObjects [_veh, ["APERSMine"], 100];

if (_veh distance (_mines select 0) < 100) then {
{
	_minePositions set [count _minePositions, getPos _x];
	deleteVehicle _x;
} forEach _mines;
};

waitUntil {_veh distance (_minePositions select 0) > 100};
for "_i" from 0 to (count _mines) - 1 do {
	call compile format ["_mine%1 = createMine ['APERSMine', _minePositions select _i, [], 0]", _i];
};

Edited by Iceman77
Oops..nvm.. LOL that doesn't avoid 'triggering' the mines.

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You can "activate/deactivate" mines with enableSimulation:

[url="http://killzonekid.com/sqf-to-bbcode-converter/"][color="#FF8040"][color="#006400"][i]//define vehicle spawn pos[/i][/color]
[color="#1874CD"]_vehPos[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#000000"]player[/color] [color="#191970"][b]modelToWorld[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#FF0000"]0[/color][color="#8B3E2F"][b],[/b][/color][color="#FF0000"]10[/color][color="#8B3E2F"][b],[/b][/color][color="#FF0000"]0[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color]

[color="#006400"][i]//make a minefiled at the spawn pos[/i][/color]
[color="#191970"][b]for[/b][/color] [color="#7A7A7A"]"_i"[/color] [color="#191970"][b]from[/b][/color] [color="#FF0000"]1[/color] [color="#191970"][b]to[/b][/color] [color="#FF0000"]10[/color] [color="#191970"][b]do[/b][/color] [color="#8B3E2F"][b]{[/b][/color]
[color="#1874CD"]_mine[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#191970"][b]createVehicle[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#7A7A7A"]"ATMine_Range_Ammo"[/color][color="#8B3E2F"][b],[/b][/color] [color="#1874CD"]_vehPos[/color][color="#8B3E2F"][b],[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b],[/b][/color] [color="#FF0000"]5[/color][color="#8B3E2F"][b],[/b][/color] [color="#7A7A7A"]"NONE"[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color]
[color="#1874CD"]_mine[/color] [color="#191970"][b]setPos[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#191970"][b]getPos[/b][/color] [color="#1874CD"]_mine[/color] [color="#191970"][b]select[/b][/color] [color="#FF0000"]0[/color][color="#8B3E2F"][b],[/b][/color] [color="#191970"][b]getPos[/b][/color] [color="#1874CD"]_mine[/color] [color="#191970"][b]select[/b][/color] [color="#FF0000"]1[/color][color="#8B3E2F"][b],[/b][/color] [color="#FF0000"]0.1[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color]
[color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color]

[color="#006400"][i]//deactivate all mines in range of spawn pos[/i][/color]
disabled [color="#8B3E2F"][b]=[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color]
[color="#8B3E2F"][b]{[/b][/color]
[color="#191970"][b]if[/b][/color] [color="#8B3E2F"][b]([/b][/color][color="#000000"]_x[/color] [color="#191970"][b]distance[/b][/color] [color="#1874CD"]_vehPos[/color] [color="#8B3E2F"][b]<[/b][/color] [color="#FF0000"]5[/color][color="#8B3E2F"][b])[/b][/color] [color="#191970"][b]then[/b][/color] [color="#8B3E2F"][b]{[/b][/color]
	disabled [color="#191970"][b]pushBack[/b][/color] [color="#000000"]_x[/color][color="#8B3E2F"][b];[/b][/color]
	[color="#000000"]_x[/color] [color="#191970"][b]enableSimulation[/b][/color] [color="#000000"]false[/color][color="#8B3E2F"][b];[/b][/color]
[color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color]	
[color="#8B3E2F"][b]}[/b][/color] [color="#191970"][b]forEach[/b][/color] [color="#191970"][b]allMines[/b][/color][color="#8B3E2F"][b];[/b][/color]

[color="#006400"][i]//spawn vehicle on the minefield[/i][/color]
[color="#1874CD"]_veh[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#7A7A7A"]"B_MRAP_01_F"[/color] [color="#191970"][b]createVehicleLocal[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#FF0000"]0[/color][color="#8B3E2F"][b],[/b][/color][color="#FF0000"]0[/color][color="#8B3E2F"][b],[/b][/color][color="#FF0000"]0[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color]
[color="#1874CD"]_veh[/color] [color="#191970"][b]setPos[/b][/color] [color="#1874CD"]_vehPos[/color][color="#8B3E2F"][b];[/b][/color]


[color="#006400"][i]//reactivate mines back[/i][/color]
[color="#8B3E2F"][b]{[/b][/color]
[color="#000000"]_x[/color] [color="#191970"][b]enableSimulation[/b][/color] [color="#000000"]true[/color][color="#8B3E2F"][b];[/b][/color]
[color="#8B3E2F"][b]}[/b][/color] [color="#191970"][b]forEach[/b][/color] disabled[color="#8B3E2F"][b];[/b][/color][/color][/url]

Edited by Killzone_Kid

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You can "activate/deactivate" mines with enableSimulation:

Hey I found I like it more when the url tags are inside the code tags. Simpler for copy and paste:

[url="http://killzonekid.com/sqf-to-bbcode-converter/"][color="#FF8040"][color="#006400"][i]//define vehicle spawn pos[/i][/color]
[color="#1874CD"]_vehPos[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#000000"]player[/color] [color="#191970"][b]modelToWorld[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#FF0000"]0[/color][color="#8B3E2F"][b],[/b][/color][color="#FF0000"]10[/color][color="#8B3E2F"][b],[/b][/color][color="#FF0000"]0[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color]

[color="#006400"][i]//make a minefiled at the spawn pos[/i][/color]
[color="#191970"][b]for[/b][/color] [color="#7A7A7A"]"_i"[/color] [color="#191970"][b]from[/b][/color] [color="#FF0000"]1[/color] [color="#191970"][b]to[/b][/color] [color="#FF0000"]10[/color] [color="#191970"][b]do[/b][/color] [color="#8B3E2F"][b]{[/b][/color]
[color="#1874CD"]_mine[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#191970"][b]createVehicle[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#7A7A7A"]"ATMine_Range_Ammo"[/color][color="#8B3E2F"][b],[/b][/color] [color="#1874CD"]_vehPos[/color][color="#8B3E2F"][b],[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b],[/b][/color] [color="#FF0000"]5[/color][color="#8B3E2F"][b],[/b][/color] [color="#7A7A7A"]"NONE"[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color]
[color="#1874CD"]_mine[/color] [color="#191970"][b]setPos[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#191970"][b]getPos[/b][/color] [color="#1874CD"]_mine[/color] [color="#191970"][b]select[/b][/color] [color="#FF0000"]0[/color][color="#8B3E2F"][b],[/b][/color] [color="#191970"][b]getPos[/b][/color] [color="#1874CD"]_mine[/color] [color="#191970"][b]select[/b][/color] [color="#FF0000"]1[/color][color="#8B3E2F"][b],[/b][/color] [color="#FF0000"]0.1[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color]
[color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color]

[color="#006400"][i]//deactivate all mines in range of spawn pos[/i][/color]
disabled [color="#8B3E2F"][b]=[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color]
[color="#8B3E2F"][b]{[/b][/color]
[color="#191970"][b]if[/b][/color] [color="#8B3E2F"][b]([/b][/color][color="#000000"]_x[/color] [color="#191970"][b]distance[/b][/color] [color="#1874CD"]_vehPos[/color] [color="#8B3E2F"][b]<[/b][/color] [color="#FF0000"]5[/color][color="#8B3E2F"][b])[/b][/color] [color="#191970"][b]then[/b][/color] [color="#8B3E2F"][b]{[/b][/color]
	disabled [color="#191970"][b]pushBack[/b][/color] [color="#000000"]_x[/color][color="#8B3E2F"][b];[/b][/color]
	[color="#000000"]_x[/color] [color="#191970"][b]enableSimulation[/b][/color] [color="#000000"]false[/color][color="#8B3E2F"][b];[/b][/color]
[color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color]	
[color="#8B3E2F"][b]}[/b][/color] [color="#191970"][b]forEach[/b][/color] [color="#191970"][b]allMines[/b][/color][color="#8B3E2F"][b];[/b][/color]

[color="#006400"][i]//spawn vehicle on the minefield[/i][/color]
[color="#1874CD"]_veh[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#7A7A7A"]"B_MRAP_01_F"[/color] [color="#191970"][b]createVehicleLocal[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#FF0000"]0[/color][color="#8B3E2F"][b],[/b][/color][color="#FF0000"]0[/color][color="#8B3E2F"][b],[/b][/color][color="#FF0000"]0[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color]
[color="#1874CD"]_veh[/color] [color="#191970"][b]setPos[/b][/color] [color="#1874CD"]_vehPos[/color][color="#8B3E2F"][b];[/b][/color]


[color="#006400"][i]//reactivate mines back[/i][/color]
[color="#8B3E2F"][b]{[/b][/color]
[color="#000000"]_x[/color] [color="#191970"][b]enableSimulation[/b][/color] [color="#000000"]true[/color][color="#8B3E2F"][b];[/b][/color]
[color="#8B3E2F"][b]}[/b][/color] [color="#191970"][b]forEach[/b][/color] disabled[color="#8B3E2F"][b];[/b][/color][/color][/url]

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Hey I found I like it more when the url tags are inside the code tags. Simpler for copy and paste

Moved the tags inside :thumbsup:

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Thanks Folks,

2 questions:

1) why do you use modelToWorld [0,10,0]? I use modelToWorld [0.5,0.5] which I thought was the center of the screen?

2) Why can't you use forEach allMines instead of forEach disabled, when reactivating the mines back? I assume this will only reactivate those that were disabled from the entire array of mines?

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1) why do you use modelToWorld [0,10,0]? I use modelToWorld [0.5,0.5] which I thought was the center of the screen?

He was defining a spawn position for the mines. Which would be in front of the object (player in your case) 10 meters.

Edited by Iceman77

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No, you don't :) screenToWorld maybe?

Sorry, you're right!

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