Lucky44 13 Posted September 27, 2011 I'm trying to simulate land mines. And I want to fine tune my minefield so that it will not affect aircraft in the air, but it will go off on infantry and ground vehicles. Right now it's still activated by flying vehicles. I'm stuck on the logic and syntax, it seems...must be close though! Here's what I've got: trigger is activated by BluFor Present, repeating. In the Condition box, I am putting: this && ((getPos (vehicle player) select 2) <= 1); And then I'm calling the script that activates the explosions in the On Act. box. Works fine except for aircraft issues! Any suggestions? Share this post Link to post Share on other sites
maturin 12 Posted September 27, 2011 http://community.bistudio.com/wiki/velocity You could make fast-moving aircraft exempt, but then you would have to make helicopters steer clear of the area. Share this post Link to post Share on other sites
twirly 11 Posted September 27, 2011 Try this for your trigger... this && ((getpos (thislist select 0)) select 2 <=1); Share this post Link to post Share on other sites
speeder 0 Posted September 27, 2011 this && ({_x isKindOf "LAND"} count thisList)>0 Share this post Link to post Share on other sites
Lucky44 13 Posted September 27, 2011 Cheers all. I used twirly's simple version, but the isKindOf "LAND" idea is good to keep in mind too. Share this post Link to post Share on other sites
Kommiekat 11 Posted September 27, 2011 by Wolfy: Anti-Personnel Mine Field http://www.armaholic.com/page.php?id=8174 Share this post Link to post Share on other sites