Arma 3
Random Minefields
28 Comments
Hobs 16 Jun @ 11:31pm 
Great, thank you very much!
St3p43n  [author] 16 Jun @ 12:38pm 
Just had a look through my script and i believe if you have 'pls work true' it just means on that pass of finding a suitable place to put a minefield it has found a good spot.

" if(true in _inBase) then {_goodspot = false} else {_goodspot = true};
systemChat ("pls work " + str(_goodspot ));
"
If you're in debug you would see red rings on the map otherwise nothing.
Hobs 15 Jun @ 7:06am 
Hello! I've got an issue where the module is giving an error, 'pls work true' after launching a multiplayer game from the editor and while in the map screen. I've tried bypassing this with the script as an alternative, however, the minefields do not spawn and the code stalls on the map screen. Do you happen to have a recommendation of how to get around this issue?
Nullified 24 Jul, 2022 @ 10:32am 
Hey bud, may I use and upload your script full credits of course? I've simply made changed to the type of mines, type being punji traps, and other types? for unsung and fire DLC? with your permisssion?
St3p43n  [author] 31 Mar, 2021 @ 6:07am 
Fixed everything i borked up.
Stonehouse ☠ 8 Feb, 2021 @ 10:50pm 
Excellent! thank you
St3p43n  [author] 8 Feb, 2021 @ 8:54pm 
I have finally gotten around to adding safe zones!
Liquid_SWE 19 Nov, 2020 @ 11:02pm 
Nice mod one request would be that you could link it to a trigger and in the trigger area no minefields will spawn or on opposite the trigger area is the spawn area. Would be great for big and huge maps.
Stonehouse ☠ 17 Nov, 2020 @ 9:41pm 
Looks really useful thanks. Couple of clarifications though. How do you control which side the mines are set to attack or are they set to attack any unit? Is there a way to set an exclusion zone eg player starting position?
Fuzzle 13 Nov, 2020 @ 5:55pm 
Cool, thanks.
St3p43n  [author] 13 Nov, 2020 @ 11:11am 
@Fuzzle On the module settings there's a checkbox, says something like Host Markers Enabled, it will show red rings on map of the areas where mines will be, they only show up for the host mind you.
Fuzzle 13 Nov, 2020 @ 7:07am 
I should reword, when I say debugging are any markers placed to test what sort of areas they're going in? Or is it just a readout of how many spawned?

As for ACE, yeah if you can defuse using the ACE interaction thats all I needed to know, sweet.
St3p43n  [author] 13 Nov, 2020 @ 6:35am 
@Fuzzle The mines can be triggered by any unit if that's what you mean? They should be ACE interactable as far as i'm aware, you'd need a defusal kit i guess? If you're running it as the host it should show up in systemchat when you're on briefing map. See the second screenshot above^
Fuzzle 13 Nov, 2020 @ 2:55am 
Are the mines placed by this friendly with ACE Explosives defusing? Also, is there any form of debugging for testing how many are placed etc.?
ツMartin [USMC] 12 Nov, 2020 @ 12:14pm 
thanks !
St3p43n  [author] 12 Nov, 2020 @ 10:40am 
@Medina Found the error in the script, you just need to replace the file within Scripts whith the new one.
St3p43n  [author] 12 Nov, 2020 @ 10:31am 
@Medina I'll check that out. sounds like i just forgot a semicolon somewhere.
ツMartin [USMC] 12 Nov, 2020 @ 9:54am 
love your mod so tried out your script, i followed the direction, put the init in its place then inserted the mine file into my missions folder, when i start it up on the server it brings an error saying "line 11 needs ;" and doesn't activate, even though you have it present and the equation makes sense. so any thoughts ill keep working it out but holy **** this is awesome no matter what haha unsung is truly dangours once again
St3p43n  [author] 12 Nov, 2020 @ 4:37am 
@jarjar7340 It might. It depends how you set it up! it can range from, very minute chance of finding one to this island is made of mines. I find a single mine usually doesn't do too much damage, they normally won't kill unless you're already pretty wounded.
jarjar7340 12 Nov, 2020 @ 3:23am 
This sounds like such a cool mod, but i fear its going to cause so much anger
St3p43n  [author] 10 Nov, 2020 @ 5:34pm 
For those that know what they're doing I've added the raw script so you can avoid the mod dependency. :ALTIS:
ツMartin [USMC] 10 Nov, 2020 @ 4:43pm 
thanks
St3p43n  [author] 10 Nov, 2020 @ 4:38pm 
@Medina at the moment this is an editor module that all clients require.
ツMartin [USMC] 10 Nov, 2020 @ 12:55pm 
is this a script or serverside mod?
St3p43n  [author] 9 Nov, 2020 @ 8:34am 
@Du thankyou very much! Hope you find it useful.
Du 9 Nov, 2020 @ 7:47am 
ok, i'll try this) anyway good work
St3p43n  [author] 9 Nov, 2020 @ 7:27am 
@Du It shouldn’t do, it runs only at the init stage, so there’s not anything going on whilst you play. Inanimate objects really don’t have much of an impact on performance.
Du 8 Nov, 2020 @ 10:04pm 
is this hit fps?