byond - Modules - TypesVar Details - Proc Details

mine

Mines

Mines have an invisible "tripwire" atom that explodes when crossed Stepping directly on the mine will also blow it up

Vars

armedState of the mine. Will the mine explode or not
iff_signalIFF signal - used to determine friendly units
target_modeTrigger flags for this mine
triggeredIf the mine has been triggered
tripwireTripwire holds reference to the tripwire obj that is used to trigger an explosion

Procs

attack_alienAlien attacks trigger the explosive to instantly detonate
attack_selfattack_self is used to arm the mine
attackbySupports diarming a mine
deploy_minethis proc is used to deploy a mine
emp_actAny emp effects mines will trigger their explosion
ex_actOn explosion mines trigger their own explosion, assuming there were not deleted straight away (larger explosions or probability)
fire_actFlamer fire will cause mines to trigger their explosion
trigger_explosionTrigger an actual explosion and delete the mine.
trip_mineso dragged corpses don't trigger mines.
update_icon_stateUpdate the icon, adding "_armed" if appropriate to the icon_state.

Var Details

armed

State of the mine. Will the mine explode or not

iff_signal

IFF signal - used to determine friendly units

target_mode

Trigger flags for this mine

triggered

If the mine has been triggered

tripwire

Tripwire holds reference to the tripwire obj that is used to trigger an explosion

Proc Details

attack_alien

Alien attacks trigger the explosive to instantly detonate

attack_self

attack_self is used to arm the mine

attackby

Supports diarming a mine

deploy_mine

this proc is used to deploy a mine

emp_act

Any emp effects mines will trigger their explosion

ex_act

On explosion mines trigger their own explosion, assuming there were not deleted straight away (larger explosions or probability)

fire_act

Flamer fire will cause mines to trigger their explosion

trigger_explosion

Trigger an actual explosion and delete the mine.

trip_mine

so dragged corpses don't trigger mines.

update_icon_state

Update the icon, adding "_armed" if appropriate to the icon_state.