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#1 Posted at 2009-12-25 22:43        
     
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.



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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#2 Posted at 2009-12-26 07:21        
     
Thanks, page updated:


Anti-Personnel Mine Field v1.2


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#3 Posted at 2010-04-16 18:38        
     
Hello,

i downloaded the demo and ran it, but it doesn't work. The marker is visible but the minefield isn't populated.
Any Idea??

Regards
AlterMann


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#4 Posted at 2010-04-17 01:35        
     
Are any bug messages being displayed? What are the contencts of your ArmA2.rpt?

No Guts - No Glory!

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#5 Posted at 2010-04-18 04:25        
     
So even the demo doesn't work for you?

I haven't looked at this code for a few months now - I'll see what I can do.


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#6 Posted at 2010-04-18 15:39        
     
I only wish he said if there are any bugs displayed. Would make it so much easier for you.

No Guts - No Glory!