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Found 17 results

  1. Please consider joining our custom Epoch | DayZ | Expansion | Namalsk or Takistan servers, we have 2 long term Admins on both UK/US continents and run our servers completely for charity and from 100% clean and renewable energy too! Click here to join our Discord for more information DayZSA Expansion Namalsk | DayZSA Expansion Takistan | A2 DayZ Epoch Namalsk 86.10.6.13:2402 | 86.10.6.13:2602 | 86.10.6.13:2302 Custom Content: - Armed Roaming / Dynamic AI Bandit Patrols - Custom Land and Air Trader Camps - Banking and Wallets - Customization Land Rovers - Advanced Weaponry - No Vehicle Crash Damage & Fix Vehicle Positions - More weapons packs, loot+, vehicles+, custom clothing & backpacks - Bounty Hunting - Unlimited Stamina - PvP & Raiding - Modular Vests - Igloo Crafting Thanks we hope to see you there! CPU: Xeon-X5690 @ 3.46GHz RAM: 16GB Storage: SSD Additional Features: ATM Banking | More Weapons | More Cars | More Loot | Namalsk Igloo | Light Saber Mod | No-Vehicle-Crash-Damage | Trader Wallet - Money/Item Storage | Custom Namalsk Spawn Selection | Custom Trader Cities | All items added to traders |Namalsk Airdrops | | Notification System | Territories System | Auto-run System | No Stamina System | Safezone System | Mission System | Skin System | Map UI and 2D/3D Markers System | KillFeed System | Towing System | Player Attachment | Custom lighting | Custom interiors | Custom ocean | Working Street lights | Builderitems | Gravecross | KillFeed | Notifications | Gravecross | Horn | Autorun | No stamina | MoreGuns | Street lights | Car Keys | CodeLock | Map UI and 2D/3D Markers | Global/Transport/Party Chat | Book (Server Info, Rules, player stats | party management | territory management) System
  2. This is a new version of a safezone script and an a.i/a.i vehicle remover. To be used in conjunction with the 1061 safezone script. So say your safe zone is being bombarded with roaming a.i and you are tired of going to safe zones to delete them this will do it automatically when you go within 350 meters of an roaming a.i while in a safezone. The distance is customizable. The new safezone script allows you to receive god mode for 20 secs after you leave the safe zone IF you have stayed in the safezone long enough. This will avoid players from touching the safe zone and taking off for a way to avoid combat from other players. All credits go to @juandayz for this. Uploaded with his permission. 1- into mpmission\your instance\scripts\ create a new folder called "safezone" 2-into this folder create this sqf: safezone_ai_remover.sqf 3-open your init.sqf 4-Now if ure using DZAI: 5-If ure using DZMS then do the same: 6-If you are using some kind of other script that spawns enemy ai vehicles then add the same variable.. for example:
  3. Title: SPK_ESVP Author: Sp4rkY (Github) Description: Extended Safezones with Vehicle Protection for Arma 3 Epoch Version: 0.9 Required: Arma 3 1.66+ / Epoch 0.4+ Credits: IT07 (Thx for many brain) (Github) |V.I.P.| CH!LL3R (Thx for thoughts & testing!) DOWNLOAD & INSTALL INSTRUCTIONS: >>> >> > CLICK ME < << <<< Edit by EpochMod - 2019-11-08: There came some issues up with the Arma 1.96 update. Unfortunately @Sp4rkY currently seems to be not active here, so we have added a pull request for his GitHub files. So if you want to use this addon, check / add this changes: https://github.com/SPKcoding/A3_Epoch_ESVP/pull/2/files FEATURES: * Fully customizable * Works with all maps * Works for players and vehicles * No more `"ProtectionZone_Invisible_F"` is needed (usually found in map config in a3_epoch_server_settings.pbo) * Fired bullets will automatically be deleted in safezones * (optional) Teleport players out of safezones after restart * (optional) Teleport players away from the parking place (if used) after restart * Protection from idiots trying to drive over other players (including traders) * Check vehicle ownership of bought vehicles * (optional) Teleport vehicles out of safezones at server restart to: - (optional) a given distance from the respective safezone - (optional) a static parking place (you can use your own map addition and define as many parking lots you want) * (optional) Restricted vehicle´s access in safezones (only the owner(s) can enter the vehicle) * (optional) Restricted vehicle´s gear-access in safezones (only the owner(s) can access the vehicle´s inventory) * (optional) Protection for lifted vehicle´s - If using this feature, there will be also a check for the owner, so stealing is not possible * (optional) Unlock teleported vehicles * 2 ways of info messages (depends on if vehicle protection is used or not) * (optional) Vehicle Access Menu: - "Refresh" button to update the player-list while menu is open - "Registered" listing to see which players are added to your vehicle - "Clear" button to remove the added players * (optional) restrict access to driver seat for primary vehicle owner * slingload check for bought vehicles (you can not steal cars or ships) * (optional) info messages for prohibited lifting * (optional) Prevent spawning of antagonists (UAV, Sappers, Snakes, Cultists) in safezones * (optional) Allow/disallow to chop/sledge/chainsaw anything in safezones * (optional) Feature to set map markers directly from this script (no need to define them anywhere else) * If using the "vehicle teleporting WITHOUT Parking Place" - function: - the vehicles get teleported to a random position within the given radius out of the safezones * If using the "vehicle teleporting WITH Parking Place" - function, it will works like this: - server restarts, vehicles in safezones will be teleported to a parking place - vehicles which are present at the parking place are getting teleported to a random location on the map, new vehicles (in safezones) are ported to the parking place * If the respective safezone contains water, ships are treated like this: - if ships are located at water surface, they gets teleported close to the safezone´s shore at given radius - if ships are located at terrain surface because of lifting or simliar, they gets ported random at the maps shore * If not using "vehicle teleporting" - function, remaining vehicles in safezones are indestructible after restart * Debug option for better determine errors (client & server) Enjoy this stuff and have fun! cheers
  4. Vehicle Godmode in Plotpoles & Safezones & Everywhere Locked 2.0 Fixed This scripts adds a configurable file where u can set the following options: Vechicles godmode in safezones Vechiles godmode in plotpole areas Locked or all vehicles godmoded ​Only donaters godmode vehicles in plotpole areas. As soon someone is in them, DESTROY THEM Added later: Locked Vechicles all over the map. Added later: Option to allow damage on vehicles with gear in them even when locked at plotpoles In your compiles.sqf ABOVE: initialized = true; place fnc_usec_damageVehicle = compile preprocessFileLineNumbers "zupa\fn_damageHandlerVehicle.sqf"; //Event handler run on damage vehicle_handleDamage = compile preprocessFileLineNumbers "zupa\vehicle_handleDamage.sqf"; and make a file in "zupa" folder called "vehicle_handleDamage.sqf" with inside: FIXED CODE private["_selection","_state","_strH","_total","_unit"]; //***Zupa Config ****// _godmodeVechilesEverywhere = false; // Godmode on all locked vehicles _onlyLockedVehicles = true; //Plotarea: Godmode for Only locked vehicles (true) or locked and unlocked(false) _onlyVehicleWithoutGear = true; // Only godmode on vehicles that hold no gear. _safeZoneGodVehicle = true; // Godmode vehicles in safezones. (or specific zone's) // donator plotpole only works with PLOT FOR LIFE, set FALSE if you dont have it. _donatorsPlots = false; // True = only godmode vehicles for donaters in the list, False = godmode for every guy. _plotDonators = ["76561198101253426","505"]; // PUID's of poeple who donated for plotpole // Chernarus safezone area's - change these to other coordinates for other maps. ( You can also add specific locations on the map. _safezones = [ [[5070.75,9729.54],100,"Air"], [[1606.6443,7803.5156],100,"Bandit"], [[4063.4226,11664.19],100,"Bash"], [[12944.227,12766.889],100,"Hero"], [[11447.472,11364.504],100,"Klen"], [[6315.88,7791.3],100,"Stary"] // [[x,y],distance,"just name"] ]; //***END Config ****// _unit = _this select 0; _selection = _this select 1; _total = _this select 2; _state = true; _HPBefore = -1; if (_selection != "") then { _strH = "hit_" + _selection; _HPBefore = [_unit,_strH] call object_getHit; } else { _strH = "totalDmg"; _HPBefore = getDammage _unit; }; if(_total > _HPBefore)then{ if((locked _unit && _godmodeVechilesEverywhere && (count (crew _unit)) < 1))then{_state = false; }; if(_state)then{ if(_safeZoneGodVehicle )then{ {if ((_unit distance (_x select 0)) < (_x select 1)) then {_state = false; };} forEach _safezones; }; }; if(_state)then{ _gearCount = 0; if(_onlyVehicleWithoutGear)then{ //_weaps = count(getWeaponCargo _unit); //_mags = count(getMagazineCargo _unit); //_backs = count(getBackpackCargo _unit); //_gearCount = _gearCount + _weaps + _mags + _backs; }; _plots = nearestObjects [_unit, ["Plastic_Pole_EP1_DZ"], DZE_PlotPole select 0]; if((count(_plots) > 0))then{ _thePlot = _plots select 0; _plotOwner = _thePlot getVariable ["ownerPUID",0]; if ( (_gearCount == 0) &&(locked _unit || !(_onlyLockedVehicles) ) && (count (crew _unit)) < 1 && ( !(_donatorsPlots) || (_plotOwner in _plotDonators))) then {_state = false; }; }; }; }; //fix if(_state)then{ if (_total >= 0.98) then { _total = 1.0; }; if (local _unit) then { if (_total > 0) then { _unit setVariable [_strH, _total, true]; _unit setHit [_selection, _total]; if (isServer) then { [_unit, "damage"] call server_updateObject; } else { PVDZE_veh_Update = [_unit,"damage"]; publicVariableServer "PVDZE_veh_Update"; }; }; } else { // vehicle is not local to this client, ask the client which vehicle is local to set damage /* PVS/PVC - Skaronator */ PVDZE_send = [_unit,"VehHandleDam",_this]; publicVariableServer "PVDZE_send"; }; }else{ _total = _HPBefore; }; // all "HandleDamage event" functions should return the effective damage that the engine will record for that part _total AND in "zupa" folder: fn_damageHandlerVehicle.sqf scriptName "Functions\misc\fn_damageHandler.sqf"; /*********************************************************** PROCESS DAMAGE TO A UNIT - Function - [unit, selectionName, damage, source, projectile] call fnc_usec_damageHandler; ************************************************************/ private ["_unit","_hit","_damage","_total"]; _unit = _this select 0; _hit = _this select 1; _damage = _this select 2; //_source = _this select 3; //_ammo = _this select 4; _total = _damage; _state = true; //***Zupa Config ****// _godmodeVechilesEverywhere = false; // Godmode on all locked vehicles _onlyLockedVehicles = true; //Plotarea: Godmode for Only locked vehicles (true) or locked and unlocked(false) _onlyVehicleWithoutGear = true; // Only godmode on vehicles that hold no gear. _safeZoneGodVehicle = true; // Godmode vehicles in safezones. (or specific zone's) // donator plotpole only works with PLOT FOR LIFE, set FALSE if you dont have it. _donatorsPlots = false; // True = only godmode vehicles for donaters in the list, False = godmode for every guy. _plotDonators = ["76561198101253426","505"]; // PUID's of poeple who donated for plotpole // Chernarus safezone area's - change these to other coordinates for other maps. ( You can also add specific locations on the map. _safezones = [ [[5070.75,9729.54],100,"Air"], [[1606.6443,7803.5156],100,"Bandit"], [[4063.4226,11664.19],100,"Bash"], [[12944.227,12766.889],100,"Hero"], [[11447.472,11364.504],100,"Klen"], [[6315.88,7791.3],100,"Stary"] // [[x,y],distance,"just name"] ]; //***END Config ****// systemChat "checks"; if((locked _unit && _godmodeVechilesEverywhere && (count (crew _unit)) < 1))then{_state = false; }; if(_state)then{ if(_safeZoneGodVehicle )then{ {if ((_unit distance (_x select 0)) < (_x select 1)) then {_state = false; };} forEach _safezones; }; }; if(_state)then{ _gearCount = 0; if(_onlyVehicleWithoutGear)then{ //_weaps = count(getWeaponCargo _unit); //_mags = count(getMagazineCargo _unit); //_backs = count(getBackpackCargo _unit); //_gearCount = _gearCount + _weaps + _mags + _backs; }; _plots = nearestObjects [_unit, ["Plastic_Pole_EP1_DZ"], DZE_PlotPole select 0]; if((count(_plots) > 0))then{ _thePlot = _plots select 0; _plotOwner = _thePlot getVariable ["ownerPUID",0]; if ( (_gearCount == 0) &&(locked _unit || !(_onlyLockedVehicles) ) && (count (crew _unit)) < 1 && ( !(_donatorsPlots) || (_plotOwner in _plotDonators))) then {_state = false; }; }; }; //diag_log ("DAMAGE VEH: " + typeof(_unit) + " / " + str(_hit) + " / " + str(_damage) + " / " + str(getDammage _unit)); if (local _unit && _state) then { _total = [_unit,_hit,_damage] call object_setHitServer; }; _total
  5. Hi !! I've made a custom safezone on my server, and I want to disable loot spawning in this area, how can I do that ? Thanks
  6. I removed the standard Epoch spawns and static traders within the spawns and and replaced everything with new spawns and traders. By default the spawns have a safe zone included but in case you want to have a bigger diameter of it, i attached Friendlys "Extended Safe Zone Script" and an edited version of the mission.sqm. In each spawn i placed either one or two boxes which can be used as a temporary storage. If you purchase items and you dont have enough space in your inventory you can put them into the storage. All items will be gone after a restart tho. Additional in each spawn i placed an atm and phone boxes so that players are able to access their bank accounts. Download here: https://github.com/BoleParty/NewSpawnZones Locations: Central: Between Katalaki and Neochori West: Stadium East: SW Paros Overview: Central Spawn: West Spawn: East Spawn: Regards BoleParty
  7. 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)
  8. Hi, would anyone know how to add a check to this file to prevent sappers and UAV's being spawned in the safezones? The file below is EPOCH_server_triggerEvent.sqf which, I'm guessing is the best place to add a check for the player being in a safezone... params ["_target", "_type"]; if (!isNull _target) then { switch (_type) do { case "UAV": { "I_UAV_01_F" remoteExec ['EPOCH_unitSpawnIncrease',_target]; }; case "Cloak": { if (sunOrMoon < 1) then { "Epoch_Cloak_F" remoteExec ['EPOCH_unitSpawnIncrease',_target]; } else { "Epoch_Sapper_F" remoteExec ['EPOCH_unitSpawnIncrease',_target]; }; }; case "Sapper": { "Epoch_Sapper_F" remoteExec ['EPOCH_unitSpawnIncrease',_target]; }; case "GreatWhite": { "GreatWhite_F" remoteExec ['EPOCH_unitSpawnIncrease',_target]; }; case "SapperB": { "Epoch_SapperB_F" remoteExec ['EPOCH_unitSpawnIncrease',_target]; }; case "PHANTOM": { "PHANTOM" remoteExec ['EPOCH_unitSpawnIncrease',_target]; }; }; }; Any help on this would be greatly appreciated. Thanks
  9. Currently using infiStar's safe zone and using the speed limit. However, I dont want helicopters to be effected by the speed limit, only land vehicles if (_USE_SPEEDLIMIT) then { _obj = vehicle player; if !(_obj isKindOf 'Plane') then { _speed = abs speed _obj; if ((_obj != player) && (_speed > _speedlimit)) then { _vel = velocity _obj; _x = 0.8; if (_speed > 50) then {_x = 0.1;}; _velNew = [(_vel select 0) * _x, (_vel select 1) * _x,(_vel select 2) * _x]; _obj SetVelocity _velNew; }; }; }; can I just change "Plane" to "Air" ? or is there some other way to add another exception? thanks
  10. Hey, so I added some safezones to the traders on my server, and people who got in them, got autobanned by epoch antihack, is there any way to disable that, or should I just disable the whole built-in antihack? Kind Regards, Matijs
  11. I had to switch from AGN to infiSTAR's Safe Zone script but as soon as any players (only non-admins) join the server they get banned for Var: gmdadmin I'm hoping this is a really quick fix as I have no working Safe Zone at the moment... the script worked for me (admin) but all players get banned immediately.
  12. I need help with my new server! using Vilayer.com as host (DayZ Epoch) 40 slot I want Safezone: Klen, Bash, Stary, Aircraft Dealer, Hero, Bandit. Auto Refuil and repair that you need to pay for at fuel stations etc. Fast rope: Rope out of heli that players can go down from. Tow/Lift Flip Blue Pheonix Player information window. Blood, Humanity, bandit kills etc Self bloodbag Skype: Rubbern96 Payment can be discussed.
  13. is it possible to disable the Gear menu "Open Backpack" so that other players can steal anything? besr regards Cryten is used this script. Private ["_EH_Fired"]; if (isNil "inSafezone") then { inSafezone = false; }; while {true} do { waitUntil { inSafeZone }; titleText [format["Du betritts die SafeZone. GodMod Aktiviert!"],"PLAIN DOWN"]; titleFadeOut 4; waitUntil { player == vehicle player }; thePlayer = vehicle player; _EH_Fired = thePlayer addEventHandler ["Fired", { titleText ["Deine Waffen sind deaktiviert!","PLAIN DOWN"]; titleFadeOut 4; NearestObject [_this select 0,_this select 4] setPos[0,0,0]; }]; player_zombieCheck = {}; fnc_usec_damageHandler = {}; fnc_usec_unconscious = {}; thePlayer removeAllEventHandlers "handleDamage"; thePlayer addEventHandler ["handleDamage", {false}]; thePlayer allowDamage false; waitUntil { !inSafeZone }; titleText [format["Du verlaesst die Safezone. GodMod deaktiviert!"],"PLAIN DOWN"]; titleFadeOut 4; thePlayer removeEventHandler ["Fired", _EH_Fired]; player_zombieCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieCheck.sqf"; fnc_usec_damageHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandler.sqf"; fnc_usec_unconscious = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_unconscious.sqf"; thePlayer addEventHandler ["handleDamage", {true}]; thePlayer removeAllEventHandlers "handleDamage"; thePlayer allowDamage true; };
  14. Using this as a guide, I have set up protected domes around the trader cities: http://dayz.st/w/Protected_Dome_for_Epoch Unfortunately, it appears that patrolling SargeAI can kill players in the zone, and they are (of course) defenseless. I thought that unsetting fnc_usec_damageHandler would have put them in god mode, but perhaps that is not the case? Is there a different way to do this? Thanks! safezones.sqf Private ["_EH_Fired"]; if (isNil "canbuild") then { canbuild = true; }; while {true} do { waitUntil { !canbuild }; titleText [format["Entering Safe Zone. Your weapons have been deactivated."],"PLAIN DOWN"]; titleFadeOut 4; waitUntil { player == vehicle player }; thePlayer = vehicle player; _EH_Fired = thePlayer addEventHandler ["Fired", { titleText ["You can not fire your weapon in a safe zone.","PLAIN DOWN"]; titleFadeOut 4; NearestObject [_this select 0,_this select 4] setPos[0,0,0]; }]; player_zombieCheck = {}; fnc_usec_damageHandler = {}; fnc_usec_unconscious = {}; thePlayer removeAllEventHandlers "handleDamage"; thePlayer addEventHandler ["handleDamage", {false}]; thePlayer allowDamage false; waitUntil { canbuild }; titleText [format["Exiting Safe Zone. Your weapons have been reactivated."],"PLAIN DOWN"]; titleFadeOut 4; thePlayer removeEventHandler ["Fired", _EH_Fired]; player_zombieCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieCheck.sqf"; fnc_usec_damageHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandler.sqf"; fnc_usec_unconscious = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_unconscious.sqf"; thePlayer addEventHandler ["handleDamage", {true}]; thePlayer removeAllEventHandlers "handleDamage"; thePlayer allowDamage true; };
  15. I was wandering if anyone knew of a decent guide for all of the above that actually atleast make half-sense or if i had to do seperate guides to do it all? I have not tried this script yet so im fresh to start. anyone know what to do? thanks.
  16. So I've been having issues with some scripts that I added to my server.pbo I've been playing on a survivalserver and also have a dayz.st server and they both are having the same issue. We added the following scripts: Fastrope Safezone Tow/lift None of these sqfs are working on the server. We just added infistar anti-hack and ever since they havent been working. If anyone can help please let me know. My skype is: c12uz.,m1ss1l3
  17. Help - Safezones for epoch chernarus 1.0.4.2 ?
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