All it takes to set up a mine field is a marker to designate the action area,
and a call to the script.
With those default options anti-personnel mines will be
randomly distributed over the specified area.
Via the customization options the following criteria can be specified:
Type of unit that will trigger the mine (soldiers, cars, tanks, etc.)
Side that should activate the mine (east, west, etc.)
Strength of the explosion
Activation radius
Total number of mines (or density)
Vertical position of mine (how much it sticks out of the ground)
Whether the mines should be totally invisible
What kind of mine model should be used (East, West, or any custom addon mine)
Whether mines should be positioned in a grid
Whether warning signs should be created at the edge of the mine field
Whether the area marker should be visible or not
Mines can be disarmed by soldiers in the qualified classes (Engineers & Special Forces).
If mines end up within the activation radius of each other the explosion of one mine
can cause a neighboring one to detonate as well, triggering a chain reaction.
Specific mine fields can be disabled during a mission.
The number of active mines for each mine field is available, to be used in triggers or objectives.
For demonstration purposes the mines are indicated by road cones.
Mines aligned in a grid:
Mine distribution as seen in VBS2's real-time editor: