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Found 6 results

  1. Hello there, I had been searching for a script to protect my admin's base, so unauthorized players would be killed. After a little bit of research, I had found the following tutorial (which has a syntax mispell I already fixed: rectangle=1). I've followed all the steps, and created a sensor (which is actually a trigger in Arma 2's Map Editor), whose code I added to mission.sqm: class Item5 { position[]={1261.4967,4688.3843,-140.78297}; a=150; b=150; rectangle=1; activationBy="ANY"; repeating=1; interruptable=1; age="UNKNOWN"; name="dome"; expCond="(vehicle player) in thislist;"; expActiv="dome = [] execVM ""dome.sqf"";"; expDesactiv="terminate dome; titleText [""You have left the Admin Dome."", ""PLAIN DOWN"", 3];"; class Effects { titleType="TEXT"; titleEffect="PLAIN DOWN"; title="If you see this, the xxx dome script isn't working right now but the intrusion sensor is!"; }; }; I've verified that class Sensor's items is set to 6 (the fifth sensors are DayZ Epoch's default ones, which make the Trader Cities work), so the custom sensor I added is the sixth and, therefore, the item's number is correct. The dome.sqf file content is the following: // Dome if ((getPlayerUID player) in ["123456789"]) exitWith { titleText ["Welcome to the Admin Dome!", "PLAIN DOWN", 3]; }; // Everyone Else titleText ["This dome is an Admin-only area, please leave immediately.", "PLAIN DOWN", 3]; sleep 5; titleText ["If you do not turn back you will be killed.", "PLAIN DOWN", 3]; sleep 5; titleText ["You have 10 seconds!", "PLAIN DOWN", 3]; sleep 5; titleText ["You must leave now!", "PLAIN DOWN", 3]; sleep 5; titleText ["You were warned!", "PLAIN DOWN", 3]; sleep 3; player setDamage 1; The issue with the script is that it isn't showing me the welcome text nor killing me when any unauthorized user access the base (triggers the sensor). Do you have any solution to fix this issue? Thanks in advance!
  2. Access Logging Dome Script Note: You will need to know what your doing to install this. Credit to Axe Cop and infistar for helping me figure some stuff out Features: Does NOT kill players that enter the dome! Allows the server admin to "protect" bases while the base owners are offline, by logging dome access to the server report file. Prevents building/logging out inside the dome for players who are not whitelisted when the owners of the dome are offline. Does none of this when the owners are online (on our server, they have to defend their own turf). The actual Dome Script (ie: MPMission / scripts / dome.sqf): private ["_owners","_name","_ownerOnline","_baseOwner"]; //List of owners _baseOwner = "Randomness"; //Define a name for this area _owners = ["314515521"]; //Array of owners of this area _ownerOnline = false; _name = name player; // Check if the player IS one of the owners if ((getPlayerUID player) in _owners) exitWith { titleText [format ["Welcome, %1", _name], "PLAIN DOWN", 4]; // welcomes you with your name }; // Check if one of the owners is online { diag_log format ["[Dome] Currently Processing admin with puid: %1", _x]; if (_x call fnc_isPlayerOnline) exitWith { _ownerOnline = true; diag_log format ["[Dome] base owner with puid: %1 is online", _x]; }; } foreach _owners; if (!_ownerOnline) exitWith { // What happens if unauthorized players get into the dome titleText ["Approaching donator base! Do not harm this base while the owners are offline! Activity is logged!", "PLAIN DOWN", 4]; //Disabling building and logging out for dome visitors canbuild = false; //Activating logging function dome_WriteLog = [_name, _baseOwner]; publicVariableServer "dome_WriteLog"; }; if (_ownerOnline) exitWith { canbuild = false; titleText ["Woof Woof! Watch out, the guard dogs spotted you!", "PLAIN DOWN", 4]; }; A trigger for this dome in mission.sqm: Note: of course all these coordinates and stuff require some editing class Item6 { position[]={13960.541,1.148,7940.4688}; a=120; b=120; activationBy="WEST"; repeating=1; interruptable=1; age="UNKNOWN"; name="sensor_1"; expCond="(player distance sensor_1) < 120;"; expActiv="dome_1 = [] execVM ""scripts\dome.sqf"";"; expDesactiv="terminate dome_nnnl; titleText [""You have left the dome"", ""PLAIN DOWN"", 4]; canbuild=true;"; class Effects { }; }; Inside the MPMission init.sqf or somewhere where its run serverside: if (isServer) then { "dome_WriteLog" addPublicVariableEventHandler { _data = _this select 1; diag_log format ["[DOME] Player %1 accessed %2 base at %3",_data select 0, _data select 1, time]; }; }; Instance / Battleye / publicVariable.txt In the line containing 5 "" , at the end add !="dome_WriteLog" (optional) for Infistar antiHack, inside AH.sqf: Find: } forEach ['allUnits','entities','allMissionObjects','vehicles','playableUnits']; replace with: } forEach ['allUnits','entities','allMissionObjects','vehicles']; Enjoy
  3. I got thinking about how handy it would be to have a small dome that Admins can switch on that follows them and heals anyone inside. (For events etc.) I can make a dome and I can isolate snow to inside the dome (as a visual cue so players know they're being healed) but the dome position seems to be defined in mission.sqm and I can't think of a way of toggling it on and off. Any takers? Anyone want to point me in the right direction? Thanks.
  4. I've added the dome script from dayz.st to a few Admin bases and it's working fine. I use the custom base that MaxPowers made as my base and think it would be a good location for an invade-type-event. (Players have 1 hour to get in, grab the loot and get out. Whilst the Admins defend or the other players get into a free-for-all.) Is it possible to alter the dome code so that a mouse-menu can switch on and the dome or does this kind of stuff in ArmA 2 require a restart? Something like AxeCop's starter box code: if ((getPlayerUID player) in ["12345678"]) then { // list of admin UID's who can use the script if (_canDo && (speed player <= 1)) then { if (s_player_domeOn < 0) then { s_player_spawnBox = player addaction [("<t color=""#007ab7"">" + ("Dome ON") +"</t>"),"scripts\domeOn.sqf","",5,false,true,"",""]; }; } else { player removeAction s_player_domeOn; s_player_domeOn = -1; }; }; Annoyingly, I have a good idea how to do all this in C++ but can't get my head around ArmA 2's use of variables. Any ideas are welcome! Thanks!
  5. Hey everyone I have a question here in the how's it done section but maybe you guys can help me out. Basically I am using this wiki tutorial to do it, and we worked out the formatting issues, however there are two things. If I have it as the fourth sensor, it does not work and instead my protected zone is marked as trader city klen. Also, upon logging into the server I first get the message "cannot load mission". If I change it to be the first sensor I still get the error that it can not load mission, and the safe area does nothing. I have not tested to see if the trader cities work or not when I do this. So, how do I fix this "cannot load mission" problem. Do I need to add a line somewhere to tell the client to download this file as well? I figured it would do it automatically. That's really the only thing I can think of although you would think the client could do it anyways. So, can anyone help?
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