twistking 204 Posted August 11, 2018 Hello, instead of placing a huge mienfield with hundreds or thousands of actual mines, i want to make map areas off limits, with a trigger based kill-zone/minefield. i have a trigger in mind with "on activation" = {_x setDammage 1} foreach thisList but i want it to apply only to units touching the ground. so i would probably need: isTouchingGround but i don't know how to combine it in the trigger field. i would like to have it super simple with just a trigger and without calling external scripts. also is there a way to simulate the visual feedback (heat-map) and audio feedback (beeping) from the mine detector item? maybe a marker area that triggers the mine detector? that would be super neat as a very immersive way of warning the players instead of having just a hint on screen. thanks! Share this post Link to post Share on other sites
Schatten 289 Posted August 11, 2018 @twistking, try this trigger condition: this and {({isTouchingGround (vehicle _x)} count thisList) > 0} Also change trigger activation to {(vehicle _x) setDamage 1;} forEach thisList; so that damage is done to vehicles, not to units inside them (it will also work if units will not in vehicles). 1 Share this post Link to post Share on other sites
twistking 204 Posted August 11, 2018 thank you very much! Share this post Link to post Share on other sites
twistking 204 Posted August 11, 2018 the part with the vehicles worked well, however it still also kills units flying over the trigger area. the activation syntax is above my head unfortunately, so i have no clue, what to change. what i have now: trigger with area type none activation blufor activation type present repeatable [x] condition: this and {({isTouchingGround (vehicle _x)} count thisList) > 0} on activation: {(vehicle _x) setDamage 1;} forEach thisList; Share this post Link to post Share on other sites
Schatten 289 Posted August 11, 2018 @twistking, seems like result of isTouchingGround command is still inaccurate. However, it works fine for me, at least in VR map. Well, it is also possible to check altitude: this and {({((getPos (vehicle _x)) select 2) < 0.5} count thisList) > 0} 1 1 Share this post Link to post Share on other sites
twistking 204 Posted August 11, 2018 works like a charm! thank you. much appreciated! Share this post Link to post Share on other sites