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
| Attachment | Size |
|---|---|
| crB_minefieldsDemo_1-2.utes_.zip | 66.09 KB |



