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Dart_Tech

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Reply with quote  #1 
So I want to make Artemis or a NPC immune to mines.

Current property documentation (http://artemiswiki.pbworks.com/w/page/117991854/Object%20Properties) lists the property "triggersMines" which would make sense of what I want to use.

Ether line of code however does not work:
<set_object_property property="triggersMines" value="0" use_gm_selection=" " />
<set_object_property property="triggersMines" value="1" use_gm_selection=" " />


How might one enable that property?

I want to mention that im having problems with the "canBuild" on station in hope to stop production, but the stations just keep making weapons! Any ideas on how to use this property?
ryleyra

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Reply with quote  #2 
I'm pretty sure the triggersMines property only applies to generic meshes. It would be nice if it could be used with other objects, but I don't think it does.

Consult the scripting documentation included with the game, or my correction to it found here: https://artemis.forumchitchat.com/post/mission-script-reference-2-4-8087014?&trail=15 Note that since the link is for Artemis 2.4 you may have to sort of combine the two.

I will see what I can do about making that page of the wiki make reference to what commands and/or objects those properties apply to.
ryleyra

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Reply with quote  #3 
No, it turns out the documentation says the property is for shieldedShips. I still think the documentation may be wrong, but it is more likely that the property is simply not working.
Mike Substelny

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Reply with quote  #4 
I haven't been very successful at using the GM selection to select a generic object. I've only been able to do things to generics by having their names in the code.
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HaydenBarca

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Reply with quote  #5 
Just an update for version 2.7.5.  
<set_object_property property="triggersMines" value="0.0" name="ShipName" />

Still does not render the player ship immune to mines.  So much for the special ability to "demagnetize the hull".
Mike Substelny

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Reply with quote  #6 
Quote:
Originally Posted by HaydenBarca
Just an update for version 2.7.5.  
<set_object_property property="triggersMines" value="0.0" name="ShipName" />

Still does not render the player ship immune to mines.  So much for the special ability to "demagnetize the hull".


But if "triggersMines" does work for generic objects you could add the special ability "steamroller." While the ability is active your script could pin a generic object (or two) in front of the player ship which are set to trigger mines. On the minus side, it won't have the effect of leaving an intact minefield behind to menace enemies. On the plus side, the players will enjoy lots of very dramatic explosions on Main Screen!

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HaydenBarca

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Reply with quote  #7 
Nice, "Disrupt Mines" will be a new ability!
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