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Making minedetecor useful again #1822

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Tachii opened this issue Dec 22, 2014 · 2 comments
Closed

Making minedetecor useful again #1822

Tachii opened this issue Dec 22, 2014 · 2 comments

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@Tachii
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Tachii commented Dec 22, 2014

In vanilla game you can use minedetector(http://browser.six-projects.net/cfg_weapons/1896888) to spot the mines that are near you. It marks them with red rombs on your hud and soldier saying about them with the voice. But in vanilla games it also shows them even if you don't have minedetecotor in your inventory, the only difference is the range.

So the question is:

Can you somehow change the logic of marking mines?
Maybe you can add some sound playing if you are close to mines or some kind of markers?

@KoffeinFlummi
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Duplicate of #735

@Tachii
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Tachii commented Dec 23, 2014

You can use this for now:

class CfgVehicles{
class All {
maxdetectrange = 0;
minealerticonrange = 5;
};
};

class CfgWeapons{
class DetectorCore{
detectrange = 10;
};
};

This disables mines spotting for everyone who doesnt have minedetector. You can only spot your own mines at a distance of 5 meters. If you have mindetector you detect them at 10m and spot at 5m. But something in AGM blocking chat notification and marker on the mine. Works fine in vanilla

@commy2 commy2 added this to the Version 0.96 milestone Dec 24, 2014
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