Arma 3
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Mine Detector
Data Type: Mod
File Size
0.446 MB
Mar 21, 2021 @ 8:08am
Mar 25, 2021 @ 3:08am
5 Change Notes ( view )

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Mine Detector


This modification adds an easy to use mine detection system to Arma 3. While simple to use, it provides everything that is needed to successfully detect explosives of any kind. Additionally, many settings can be changed to allow mission creators to perfectly implement it into their missions. If the ACE3 modification is used, all actions are moved into the ACE3 Interaction System.

- Simple mine detector GUI
- Multiplayer compatible
- Place flags to mark mines for other players on your side
- Audible feedback when detecting mines
- Customisation through an editor module
- Integration into ACE3 (optional, default CBA_A3 Keybinding Settings)
- English and German translation
- Custom ammobox which contains flags and batteries

Feedback is always welcome and will help me to find bugs and improve this modification.

This version is not compatible with the older version hosted on or the BI Forums!

End User License Agreement
Re-uploading this modification to the Steam Workshop is prohibited!
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The Shadowbroker Nov 22, 2022 @ 2:15pm 
damn this is cool
R3vo  [author] Mar 13, 2022 @ 1:58am 
Sorry for the inconvenience. This mod broke at some point due to an update and I don't have the time anymore to fix it. I added a disclaimer to the description to prevent any confusion.
Magnum Mar 12, 2022 @ 2:22pm 
Agreed with Teufel, doesnt look like it works, batteries are there and module editor is there but there's no keybind options and even when I just use the base ctrl+f5 nothing happens
Red Dog Feb 15, 2022 @ 5:04am 
Doesn't seem to work anymore unfortunately. CBA options don't even show up. The only thing that seems to still work are putting batteries in, and the mine flags.
IvanCook Dec 30, 2021 @ 7:23am 
don't have GUI too
Punished Alexander May 2, 2021 @ 8:24am 
I've got a really stupid question, how do you bring up the GUI with ACE3? The only options I get in the interaction menu are to insert a battery and place flags.
YipMan Mar 28, 2021 @ 7:08am 
Yeah, true that...
But just tell if you'd like money or publicity.
It can sometimes compensate for lost time.
And also I would volunteer to do testing and feedback if you are interested.
Add me and give me a PM if you would be up for it <3
R3vo  [author] Mar 28, 2021 @ 2:51am 
I agree with you on that. Only issue is that it would be a complex system which requires a lot of time and time is scarce.
YipMan Mar 28, 2021 @ 2:22am 
Mine defusing and mine detection are pretty relevant isn't it?

The idea I had was not a random factor on failure, but rather one that require skill
Example you need two elements to be timed simultaneously, simulating one hand having to take pressure of the trigger, while the other hand detaches it.
If you time one of them wrong, you either fail to defuse the mine (and it's still armed) or if you fail the time to badly, it has an increased chance of blowing up.
In order to practice the combination you can add a few training mines.
In this way it becomes a minigame and the Minesweeper/EoD expert becomes an exciting skill based role and it opens up for a whole new range of missions!

If you do this, I will make sure to get you publicity on our channels or pay you for it.
I've been asking other scripters, but they all denied. And I KNOW that there are many groups that are extremely interested in this function.
R3vo  [author] Mar 27, 2021 @ 4:31pm 
I am not sure that this is in the scope of this mod. But I'll think about it.