mine

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