Jump to content

Search the Community

Showing results for tags 'extended safezone'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
  • DayZ
    • Discussion
    • Public Servers
    • DayZ SA Resources
    • Q&A Section
  • ArmA 3
    • Epoch Survival
    • Community Projects
    • Q&A Section
    • Terrain Discussion
    • Resources
  • Arma 3 Resources
  • ArmA 2
    • General Discussion.
    • Q&A Section
    • Resources
    • Legacy Resources
    • A2: Community Projects
    • A2 Community Servers
  • Space Engineers
    • General Discussion.
    • Public Servers
  • Other Games
    • Discussion
  • Off Topic
    • Off Topic

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

Found 1 result

  1. Hey guys, I am still a noob at scripting. Here is a code revamped a little from the Arma 2 Epoch Community to try and help out anyone having problems with extending safezones. -----> I am no longer providing support for this script please get all questions/answers from the community! Peace B) <----- Video Tutorial thanks to subzerogaming : https://youtu.be/zbWSwdw0QF4 NOTE: Only Works with Infistar Antihack as Epochs Antihack Reverts Allow Damage To allow this to work you must change the follow to false below in your run.sqf that was provided to you by infistar! /* revert allowDamage */ _RAD = false; /* true or false */ /* if you have safezones using "player allowDamage false;" or similar.. set _RAD = false; */ /* HandleDamage check */ _HDC = false; /* true or false */ /* *experimental + Epoch only* - probably publicVariableServer spam but no more godmode hackers. */ /* Revert HandleDamage */ _RHD = false; /* true or false */ /* Needs to be false for Paintball script */ /* Use EH_Fired check */ _EHF = false; /* true or false */ /* Some mods revert the EventHandlers by default and can cause problems with this check. Tested on Epoch and AltisLife. */ Next go to your init.sqf (note: If you do not already have one just create a blank init.sqf file and put the following) Paste the following code into it. [] execVM "scripts\safezone.sqf"; If you do not already have a scripts folder then create one or rename the path in the init to wherever you want it to be placed, but for this example we will just use the scripts folder. Inside of the scripts folder create a new file called safezone.sqf and paste the following into it. if (isNil "inSafezone") then { inSafezone = false; }; while { true } do { private["_safeZoneDamageEH", "_safeZoneFiredEH"]; waitUntil { inSafeZone }; player allowDamage false; _safeZoneDamageEH = player addEventhandler["HandleDamage",{false}]; _safeZoneFiredEH = player addEventHandler ["Fired", { deleteVehicle (_this select 6); systemChat ("You can not fire your weapon in a safe zone."); }]; waitUntil { !inSafeZone }; player allowDamage true; player removeEventhandler["HandleDamage", _safeZoneDamageEH]; player removeEventHandler["Fired", _safeZoneFiredEH]; }; Next go into your mission.sqm and replace class Markers { items = 9; class Item0 { position[] = {14939.934,0.053499073,15083.272}; name = "center"; type = "Empty"; }; class Item1 { position[] = {23600.639,3.19,18000.72}; name = "respawn_east"; type = "Empty"; }; class Item2 { position[] = {23600.611,3.19,18000.768}; name = "respawn_west"; type = "Empty"; }; }; }; With class Markers { items = 9; class Item0 { position[] = {14939.934,0.053499073,15083.272}; name = "center"; type = "Empty"; }; class Item1 { position[] = {23600.639,3.19,18000.72}; name = "respawn_east"; type = "Empty"; }; class Item2 { position[] = {23600.611,3.19,18000.768}; name = "respawn_west"; type = "Empty"; }; class Item3 { position[]={6181.6841,83.907509,16876.732}; name="westsafezone"; text="Safe Zone"; type="mil_warning"; colorName="ColorRed"; }; class Item4 { position[]={13334.093,2.2350941,14517.924}; name="centralspawn"; markerType="ELLIPSE"; type="Empty"; colorName="ColorGreen"; fillName="Grid"; a=250; b=250; }; class Item5 { position[]={13326.247,2.2928343,14546.686}; name="centralsafezone"; text="Safe Zone"; type="mil_warning"; colorName="ColorRed"; }; class Item6 { position[]={18464.313,23.351175,14263.799}; name="eastspawn"; markerType="ELLIPSE"; type="Empty"; colorName="ColorGreen"; fillName="Grid"; a=250; b=250; }; class Item7 { position[]={18461.789,24.769226,14300.033}; name="eastsafezone"; text="Safe Zone"; type="mil_warning"; colorName="ColorRed"; }; class Item8 { position[]={6195.4927,89.220779,16839.254}; name="westspawn"; markerType="ELLIPSE"; type="Empty"; colorName="ColorGreen"; fillName="Grid"; a=250; b=250; }; }; class Sensors { items=3; class Item0 { position[]={18461.789,24.769226,14300.033}; a=250; b=250; activationBy="ANY"; repeating=1; interruptable=1; age="UNKNOWN"; name="eastsafezone"; expCond = "(player distance eastsafezone) < 250;"; expActiv="hint ""You have entered A Safe Zone! Do not fire in the Safe Zones.""; inSafeZone = true;"; expDesactiv="hint ""You are leaving the Safe Zone!""; inSafeZone = false;"; class Effects { }; }; class Item1 { position[]={6181.6841,83.907509,16876.732}; a=250; b=250; activationBy="ANY"; repeating=1; interruptable=1; age="UNKNOWN"; name="westsafezone"; expCond = "(player distance westsafezone) < 250;"; expActiv="hint ""You have entered A Safe Zone! Do not fire in the Safe Zones.""; inSafeZone = true;"; expDesactiv="hint ""You are leaving the Safe Zone!""; inSafeZone = false;"; class Effects { }; }; class Item2 { position[]={13326.247,2.2928343,14546.686}; a=250; b=250; activationBy="ANY"; repeating=1; interruptable=1; age="UNKNOWN"; name="centralsafezone"; expCond = "(player distance centralsafezone) < 250;"; expActiv="hint ""You have entered A Safe Zone! Do not fire in the Safe Zones.""; inSafeZone = true;"; expDesactiv="hint ""You are leaving the Safe Zone!""; inSafeZone = false;"; class Effects { }; }; }; }; This should work for all maps, but you will have to change the coordinates of the markers if it is anything but default altis. Battleye: Scripts.txt line 20 or under allowDamage add !"player allowDamage false;" !"player allowDamage true;" line 58 or under 7 removeEventHandler add !"player removeEventhandler["HandleDamage", _safeZoneDamageEH];" No Longer being updated/responded to as I only play the game now B)
×
×
  • Create New...