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Wolffy.au
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Joined: 24/06/2009
Minefield Demo - v1.2

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

AttachmentSize
crB_minefieldsDemo_1-2.utes_.zip66.09 KB
 
Original Design by Gary Storey