OFPEC Forum

Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: Sui on 02 Oct 2002, 05:19:56

Title: All Things Mine...
Post by: Sui on 02 Oct 2002, 05:19:56
Would anyone happen to know the action command to get an engineer unit to deactivate a mine?

eg. unit action ["DEACTIVATE",m12]

(Doesn't work... but I'd imagine it's something like that).

I'm working on a script for one of my missions to get a squad of engineers to defuse mines already marked by the player... but I need to know how to actually get them to defuse the bloody things through a scripting command ;)
Title: Re:All Things Mine...
Post by: Sui on 02 Oct 2002, 06:30:13
hmm... I found a 'simple' sort of way to do it:

unit action ["DEACTIVATE MINE"]

(duh ;D ;D)

However I was after a way to specify which mine to deactivate.... oh well. If anyone is interested I could post up the script I've written to get the player to mark mines, then have an engineer squad defuse them...

Anyone care? ;)
Title: Re:All Things Mine...
Post by: Bremmer on 02 Oct 2002, 12:57:21
Yes  ;D
Title: Re:All Things Mine...
Post by: Sui on 02 Oct 2002, 15:41:07
Sorry 'bout the wait... I had to make it a bit more generic.

I generally prefer to make a script specifically for the situation I need it in.

Anyway, It's in the Beta forum in here (http://www.ofpec.com/yabbse/index.php?board=27;action=display;threadid=2189;start=0#lastPost). ;)