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Found 12 results

  1. A guy on opendayz.net gave me this brilliant idea for a script, big thanks to titan! IMPORTANT: This can delete vehicles completely from the database! beware that if not set correctly you can end up deleteing vehicles un-intended, wich is mainly the reason why i made a log of vehicle type,pos,cargo and so on when it is triggered HOWEVER i can not stress this enough, backup, backup, backup ... before you use this!!! after that warning, heres what i did ... in server_monitor.sqf find this: // total each vehicle serverVehicleCounter set [count serverVehicleCounter,_type]; }; add the line like this: serverVehicleCounter set [count serverVehicleCounter,_type]; }; [_object] execVM "\z\addons\dayz_server\compile\Server_DeleteObjInsafezone.sqf"; now make a text file and call it server_deleteObjInsafezone.sqf and add this code: /* VEHICLE CLEANUP ZONE Script by HALV */ _obj = _this select 0; if (!isServer) exitWith {diag_log "Server_DeleteObjInsafezone.sqf - ERROR: NOT SERVER?"}; //\\\\\\\\\\\\\\\\\\\\ Setup Area ////////////////////\\ //vehicle types to Check for _delVeh = ["Air","Landvehicle","Ship","Tank"]; //Action to take when vehicle is detected in a [VEHICLE CLEANUP ZONE] //0 Delete vehicles ingame but keep in database. NOTE: This will stack vehicles in database if not cleaned propper //1 Tp vehicles outside [VEHICLE CLEANUP ZONE] ("radius" + 50 meter to 4x "radius" from VEHICLE CLEANUP ZONE pos eg: if radius is 100 vehicles are moved 150-400 meter away) //2 Tp vehicles to a position within 125m of _safespot (remember to set a position below) //3 will delete vehicles completly from database _Action = 1; //if _Action = 2 then enter the position you desire here (default is by grozovoy pass around 022010) _safespot = [2283.19,14255,0]; //how large radius to spread them in this area in meters (default 125m) _radius = 125; //damaged above this amoun, vehicle is deleted (set to 1 to only delete completely destroyed vehicles) _dam = 0.90; //if true will delete vehicles matching array below by default _delbikmot = true; //if above is true will delete these by default _defdelar = ["Bicycle","Motorcycle","CSJ_GyroC","CSJ_GyroCover","CSJ_GyroP"];//,"ATV_Base_EP1" //set to true, to unlock vehicles by default when TP'ed _unlock = true; //log text, this is what you want to look for in the logs, if you need to know something about a moved vehicle _txt = "[VEHICLE CLEANUP ZONE]"; //Update vehicles to the hive, and make sure they are not moved each restart? _updateHIVE = true; //VEHICLE CLEANUP ZONE's/areas switch choosing the map name for cleanup location purposes if(isNil "HALV_VEHICLE_CLEANUPZONES")then{ diag_log format["%1: selecting world to cleanup ...",_txt]; _WorldName = toLower format ["%1", worldName]; switch (_WorldName)do { //NAPF case "napf":{ // diag_log format["%2: Cleanup zones for napf selected! (check: %1)",_WorldName,_txt]; //logging if right worldname was selected, if uncommented HALV_VEHICLE_CLEANUPZONES = [ //position //radius //cityname/text [[8246.3184,15485.867,0], 125, "Trader City Lenzburg"], [[15506.952,13229.368,0], 125, "Trader city Emmen"], [[12399.751,5074.5273,0], 125, "Trader City Schratten"], [[10398.626,8279.4619,0], 125, "Bandit Vendor"], [[5149.9814,4864.1191,0], 125, "Hero Vendor"], [[2122.7954,7807.9878,0], 100, "West Wholesaler"], [[5379.0342,16103.187,0], 100, "North Wholesaler"], [[6772.8877,16983.27,0], 100, "Nordic Boats"], [[16839.973,5264.0566,0], 100, "Pauls Boats"], [[15128.379,16421.879,0], 100, "AWOLs Airfield"] ]; }; //chernarus case "chernarus":{ // diag_log format["%2: Cleanup zones for chernarus selected! (check: %1)",_WorldName,_txt]; //logging if right worldname was selected, if uncommented HALV_VEHICLE_CLEANUPZONES = [ //position radius cityname/text [[6325.6772,7807.7412,0], 125, "Trader City Stary"], [[4063.4226,11664.19,0], 125, "Trader City Bash"], [[11447.472,11364.504,0], 125, "Trader City Klen"], [[1606.6443,7803.5156,0], 125, "Bandit Camp"], [[12944.227,12766.889,0], 125, "Hero Camp"], [[13441.16,5429.3013,0], 100, "Wholesaler East"], [[4510.7773,10774.518,0], 100, "Aircraft Dealer"], [[7989.3354,2900.9946,0], 100, "Boat Dealer South"], [[13532.614,6355.9497,0], 100, "Boat Dealer East"], [[4361.4937,2259.9526,0], 100, "Wholesaler South"] ]; }; //tavi case "tavi":{ // diag_log format["%2: Cleanup zones for tavi selected! (check: %1)",_WorldName,_txt]; //logging if right worldname was selected, if uncommented HALV_VEHICLE_CLEANUPZONES = [ //position //radius //cityname/text [[11698.81,15210.121,0], 75, "Trader City Lyepestok"], [[15309.663,9278.4912,0], 75, "Trader City Sabina"], [[5538.7354,8762.2695,0], 75, "Trader City Bilgrad"], [[7376.6084,4296.5879,0], 75, "Trader City Branibor"], [[10948.426,654.90265,0], 75, "Bandit Vendor"], [[15587.822,16394.049,0], 75, "Hero Vendor"], [[16555.732,10159.68,0], 75, "Aircraft Dealer"], [[6815.0776,8534.1504,0], 75, "Aircraft Dealer 2"], [[4066.3528,7265.0024,0], 75, "Misc. Vendor"], [[17497.631,7159.0879,0], 75, "Misc. Vendor 2"], [[17332.115,12930.239,0], 75, "Boat Dealer"], [[10570.494,16772.477,0], 75, "Boat Dealer 2"], [[10698.463,5983.665,0], 75, "Boat Dealer 3"], [[5419.2437,9503.5479,0], 75, "Boat Dealer 4"], [[13342.758,8611.9932,0], 75, "Wholesaler"], [[9859.4209,7471.5684,0], 75, "Wholesaler"] // <-- no comma for last entry ]; }; /* //myworldname case "myworldnameinlowercase":{ // diag_log format["%2: Cleanup zones for myworldnameinlowercase selected! (check: %1)",_WorldName,_txt]; //logging if right worldname was selected, if uncommented HALV_VEHICLE_CLEANUPZONES = [ //position //radius //cityname/text [[7839.60,8414.73,381.33], 150, "my custom zone marker"], [[7839.60,8414.73,381.33], 75, "my custom location"] // <-- no comma for last entry ]; }; */ //default default{ diag_log format["%2: Cleanup zones for %1 not availible ...",_WorldName,_txt]; //logging if right worldname was selected, if uncommented HALV_VEHICLE_CLEANUPZONES = [ //position //radius //cityname/text [[0,0,0], 1, "DEBUG"] ]; }; }; }; //\\\\\\\\\\\\\\\\\\\\ End Setup Area ////////////////////\\ /////////////// dont touch anything below this line unless you know what you are doing \\\\\\\\\\\\\\\ _possiblematch = false; {if(_obj isKindOf _x)then{_possiblematch=true;};}forEach _delVeh; if(_possiblematch)then{ { _Spos = _x select 0; _Rad = _x select 1; _name = _x select 2; _radats = _Rad+50; _radx4 = _Rad+_Rad+_Rad+_Rad; if(_obj distance _Spos < _Rad)then{ _defdel = false; _typeOf = typeOf _obj; _pos = getpos _obj; _mags = getmagazinecargo _obj; _weaps = getweaponcargo _obj; _packs = getbackpackcargo _obj; _objID = _obj getVariable["ObjectID","0"]; _objUID = _obj getVariable["ObjectUID","0"]; _objname = (gettext (configFile >> 'CfgVehicles' >> _typeOf >> 'displayName')); diag_log format["%1: %2 (%3) by %4 @%5 %6 [ID:%7,UID:%8] Cargo: [%9,%10,%11]",_txt,_typeOf,_objname,_name,mapgridposition _pos,_pos,_objID,_objUID,_weaps,_mags,_packs]; if(_delbikmot)then{{if(_obj isKindOf _x)then{_defdel = true};}forEach _defdelar;}; if(_defdel)then{_Action=3;diag_log format["%2: %1 is Model to delete by default!",_typeOf,_txt];}; if(getDammage _obj > _dam)then{_Action=3;diag_log format["%2: %1 too damaged",_typeOf,_txt];}; if(_unlock and !_defdel and (locked _obj))then{_obj setVehicleLock "UNLOCKED";_obj setVariable ["R3F_LOG_disabled",false,true];diag_log format["%2: %1 Un-Locked",_typeOf,_txt];}; switch(_Action)do{ case 0:{deleteVehicle _obj;diag_log format["%2: %1 Deleted, but remains in DB (Dont forget to clean this up)",_typeOf,_txt];}; case 1:{ _newPos = [_Spos, _radats, _radx4, 10, 0, 2000, 0] call BIS_fnc_findSafePos; _obj setpos _newPos; //update to HIVE? if(_updateHIVE)then{ private["_position","_worldspace","_fuel","_key"]; _position = getPosATL _obj; _worldspace = [ round(direction _obj), _position ]; _fuel = fuel _obj; _key = format["CHILD:305:%1:%2:%3:",_objID,_worldspace,_fuel]; diag_log ("HIVE: WRITE: "+ str(_key)); _key call server_hiveWrite; }; diag_log format["%6: %5 TP from %1 %2 to %3 %4",_pos,mapgridposition _pos,_newPos,mapgridposition _newPos,_typeOf,_txt]; }; case 2:{ _newPos = [_safespot, 0, _radius, 10, 0, 2000, 0] call BIS_fnc_findSafePos; _obj setpos _newPos; //update to HIVE? if(_updateHIVE)then{ private["_position","_worldspace","_fuel","_key"]; _position = getPosATL _obj; _worldspace = [ round(direction _obj), _position ]; _fuel = fuel _obj; _key = format["CHILD:305:%1:%2:%3:",_objID,_worldspace,_fuel]; diag_log ("HIVE: WRITE: "+ str(_key)); _key call server_hiveWrite; }; diag_log format["%6: %5 TP from %1 %2 to %3 %4",_pos,mapgridposition _pos,_newPos,mapgridposition _newPos,_typeOf,_txt]; }; default{_msg = format["%2: %1",_typeOf,_txt];deleteVehicle _obj;[_objID,_objUID,_msg] call server_deleteObj;}; }; }; }forEach HALV_VEHICLE_CLEANUPZONES; }; script can do quite a few options now: Delete (not from database, will still require cleanup or it will clonk up db at some point) Delete (als from database) TP outside safezone TP to "safe" location you can edit what to delete, areas, distance to areas can be set to always delete certain vehicles (like bikes/motorcycle/ATV) by default can be set to delete damaged vehicles by default can be set to unlock vehicles when moved will work out of the box on chernarus, napf and taviana i tried to comment for easy edit after your edits, put this file in the complie folder of your server pbo and restart server. all vehicles in safezones when server restarts are now only a small notice in the rpt file with info on city name, where it came from, type, current position and cargo [weapons,mags,bags]. enjoy ;)
  2. 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
  3. On our Napf server I notice loot spawning in the garages that circle the trader at the north east airport. A screen shot is shown in the image linked below. https://www.dropbox.com/s/d7kqb8l5zfivm9p/20160425121834_1.jpg?dl=0 Reproduced on at least 3 separate occaisions. I have not looked at other traders on the map.
  4. Arma2 DayZ: Epoch is an unofficial open source client and server mod based on DayZ Community Edition. Arma2 DayZ: Epoch Mod brings more RP to DayZ Mod with; Metals based economy, NPC Traders, Lockable Vaults, More roles, and more. Arma2 DayZ: Epoch is set in a future time after the Great Infection. Humanity is slowly returning to the wasteland, industrious survivors have begun to join together in small groups and rebuild society. Small camps of merchants have started to pop up to do business with survivors who collect goods from the wasted remnants of civilization. Wholesalers have landed on the shores offering imported goods to aid the rebuilding effort. All is not safe however some vestiges of infection still remain and rogue bandits still roam the countryside preying on unsuspecting survivors. Survive, explore, build wealth, make your way through the harsh environment and assist in the effort to rebuild, or burn it all down its your choice, live in the Epoch. We'd like to introduce The CannoNFoddeR, a new DayZ Epoch server on the Chernarus map. CannoNFoddeR Epoch Server Ip: 144.76.87.228:5802 We feature:Custom Addons/Scripts/Features:- Indestructible bases- Snap Build Pro, Build-Snapping- HALO spawns- Spawn/Class select- New Armored Vehicles: Tanks, Helis, Jets- Self Bloodbag (Right click on bloodbag in gear)- Deployable Bike - From toolbox, helps get you going if new spawn (Right click on Toolbox in gear). Repack Bike - scroll mouse - No Weight- Earplugs- Take Clothes - Remove clothes from dead bodies (AI, players and your own dead body)- AI Missions - Hard, Medium & Easy running concurrently. Wicked & Epoch Mission Systems with weapon, medical & building supply crates- Free Refuel - At all fuel stations, pumps, tanks etc (except gas tanks)- Repair - At cost, at all fuel stations, pumps, tanks etc. (except gas tanks)- Blood Regeneration (When full on food and drink)- Custom Debug Monitor (HUD) - Player name, FPS, Zombies Killed, Murders, Bandits Killed, Humanity, Blood, Server Up-Time & Web Addres- Earnings from Fishing and Weed farming - DZGM - Group managment- Custom traders- Safe Zones - At trader cities with backpack anti-theft, speed limit & Zombie Free
  5. CoxyzHQ

    infiSTAR Safezones

    i have the safezone.sqf for it and yes i have purchased infiSTAR but im having i little trouble on installing it any help with a text tutorial ?
  6. If you like my work, please consider a donation: $USD $EURO *** UPDATED WITH A MAJOR BUG FIX IN THE DATE 2014-10-06 1:10 PM *** This update will fix the Repair Vehicle working always in all cases *** without the need of vehicle parts, wheell, glass, motor or tools *** for vehicles that entered the safezone. *** The only file that change is the file safezone.sqf. Rai! Gebriel We, from Clodovil BR Server, are proud to present you, the Gebriel Safe Zones. (safe as heaven). SAFEZONES? Safezones are excluding areas where peace must be maintained or, sadly, forced. WHAT MOST SAFE PREVENTS Cant kill other players Cant destroy vehicles Cant access any gear for any player/vehicle WHAT GEBRIEL PREVENTS Cant kill other players Cant destroy vehicles Can't mess with any player gear Can't mess with vehicles you does not have ownerity Can't mess with gear of vehicles you does not have ownerity VEHICLE OWNERITY? Is when you have acess to a vehicle inside a safe zone, you have access to the vehicle and to the vehicle gear. HOW TO HAVE VEHICLE OWNERITY IN THE SAFE ZONE? You must enter the safe zone inside the vehicle. If a group of 10 people is on a truck and this truck enters the safe zone, those 10 players will have access to the truck and to the truck gear. No more players will have access to it. HOW TO REMOVE VEHICLE OWNERITY? You must try to invade the vehicle you does not have ownerity. After the first invasion try, a 8 minutes counter will start, and when the counter reachs zero the vehicle will loose it ownerity and will be avaliable to all players, until someone enters again in the safe with it. HOW TO STOP THE 8 MINUTOS COUNTER? One or more of the vehicle owners need to re-enters in the safe with the vehicle. WHAT ABOUT VEHICLES THAT ON SERVER START ARE IN THE SAFE ZONES? They don't have ownerity and don't have god mode. But if a player re-enters with it in the safe zone, he will gain ownerity over it. NOTE Vehicle ownerity is something that only exists inside safe zones. {[THE CODE]} {[THE CODE]} {[THE CODE]} 1) INIT.SQF At the end of your init.sqf file, add this code: if (!isServer) then { //Gebriel Safe [] execVM "custom\safezone.sqf"; }; 2) [MISSION FOLDER]\CUSTOM\SAFEZONE.SQFThis bellow is the main script, it's called from the init.sqf file. Create a new text file, put this code bellow in it, rename the text file to safezone.sqf and put it in your [mission folder]\custom\ folder (create this folder if necessary). Thanks for Maca134 for the Custom Remote Messages Script: //Gebriel Safezones //By Donnovan from Brazil don_incar = 0; don_firedEH_1 = nil; don_godon_1 = 0; inSafeZone = false; [] spawn { private ["_runOneTime","_canbuild","_don_passengers","_don_veh_crew","_don_player_veh","_don_veh_driver"]; waitUntil {!(isNil "canbuild")}; _runOneTime = false; _canbuild = canbuild; while {true} do { waitUntil {!((_canbuild && canbuild) || (!_canbuild && !canbuild)) || !_runOneTime}; _canbuild = canbuild; if (!canbuild) then { player_zombieCheck = {}; fnc_usec_damageHandler = {}; fnc_usec_unconscious = {}; player allowDamage false; player removeAllEventHandlers "handleDamage"; don_godon_1 = 1; inSafeZone = true; sleep 0.025; [] spawn { private ["_myHdEh"]; while {!canbuild} do { _myHdEh = player addEventHandler ["handleDamage", {0}]; sleep 0.02; player removeEventHandler ["handleDamage",_myHdEh]; }; }; if (isNil "don_firedEH_1") then { don_firedEH_1 = 0; sleep 0.025; don_firedEH_1 = player addEventHandler ["Fired",{ cutText ["Can't fire with godon.","PLAIN DOWN", 2]; deleteVehicle (_this select 6); }]; }; }; if (canbuild && _runOneTime) then { [] spawn { for "_x" from 1 to 30 do { if (_x >= 6) then {cutText [format ["%1 seconds to godoff and shoton.", 31-_x], "PLAIN DOWN"];}; sleep 1; if (!canbuild) exitWith {}; if (_x == 30) then { cutText ["Godoff and Shoton!", "PLAIN DOWN"]; 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"; player allowDamage true; player removeAllEventHandlers "handleDamage"; player addEventHandler ["handleDamage", {_this call fnc_usec_damageHandler;}]; player removeEventHandler ["Fired", don_firedEH_1]; don_firedEH_1 = nil; don_godon_1 = 0; inSafeZone = false; }; }; }; }; if (!canbuild && don_incar == 1) then { _don_player_veh = don_player_veh; don_veh_crew = crew _don_player_veh; _don_veh_driver = driver _don_player_veh; _don_player_veh allowDamage false; _don_player_veh removeAllEventHandlers "handleDamage"; _don_player_veh addEventHandler ["handleDamage", {0}]; _don_player_veh removeAllEventHandlers "Fired"; _don_player_veh addEventHandler ["Fired",{deleteVehicle (_this select 6);}]; //PASSENGERS NAMES _don_passengers = ""; {if (Alive _x) then {_don_passengers = _don_passengers + format [" %1",name _x];};} forEach don_veh_crew; _don_veh_crew = []; {if (Alive _x) then {_don_veh_crew = _don_veh_crew + [getPlayerUID _x];};} forEach don_veh_crew; //ASSING OWNERS if (player == _don_veh_driver) then { _don_player_veh setVariable ["don_ownerity_code", format ["%1_%2", getPlayerUID player, round diag_tickTime], true]; _don_player_veh setVariable ["don_crew", _don_veh_crew, true]; //CHANGE _don_player_veh setVariable ["don_passengers", _don_passengers, true]; }; }; if (canbuild && don_incar == 1) then { _don_player_veh = don_player_veh; _don_veh_driver = driver _don_player_veh; [_don_player_veh] spawn { for "_x" from 1 to 15 do { sleep 1; if (!canbuild) exitWith {}; if (_x == 15) then { (_this select 0) allowDamage true; (_this select 0) removeAllEventHandlers "handleDamage"; (_this select 0) addEventHandler ["handleDamage", {_this call vehicle_handleDamage;}]; (_this select 0) removeAllEventHandlers "Fired"; }; }; }; //DISASSING OWNERS if (player == _don_veh_driver) then { _don_player_veh setVariable ["don_ownerity_code", nil, true]; _don_player_veh setVariable ["don_crew", nil, true]; _don_player_veh setVariable ["don_passengers", nil, true]; }; }; _runOneTime = true; }; }; [] spawn { private ["_don_veh_crew","_wait_time","_last_mark","_max_time"]; while {true} do { _max_time = 480; waitUntil {sleep 0.0625; vehicle player != player}; don_player_veh = vehicle player; don_incar = 1; if (!canbuild) then { //VEHICLE OWNERITY CHECK _don_veh_crew = don_player_veh getVariable ["don_crew", nil]; if (isNil "_don_veh_crew") then {_don_veh_crew = [getPlayerUID player];}; if !(getPlayerUID player in _don_veh_crew) then { call compile format ['if (isNil "don_%1") then {don_%1 = diag_tickTime;}; _last_mark = don_%1;', don_player_veh getVariable ["don_ownerity_code", 0]]; _wait_time = diag_tickTime - _last_mark; if (_wait_time < _max_time) then { player action ["getOut", don_player_veh]; [objNull, player, rSAY, "error1"] call RE; cuttext [format ["Owners:%1. %2 seconds to liberate.", don_player_veh getVariable ["don_passengers","Owners not found"], round (_max_time - _wait_time)], "PLAIN DOWN"]; cad_pvar_smessage = [format ["%1 is messing with your vehicle! %2 seconds to liberate!", name player, round (_max_time - _wait_time)], _don_veh_crew]; publicVariable "cad_pvar_smessage"; } else { call compile format ['don_%1 = nil;', don_player_veh getVariable ["don_ownerity_code", 0]]; //DISASSING OWNERS don_player_veh setVariable ["don_ownerity_code", nil, true]; don_player_veh setVariable ["don_crew", nil, true]; don_player_veh setVariable ["don_passengers", nil, true]; cuttext [format ["Vehicle is now free for all!"], "PLAIN DOWN"]; cad_pvar_smessage = [format ["One of your safe vehicle is now free and player %1 is in it!", name player], _don_veh_crew]; publicVariable "cad_pvar_smessage"; }; }; don_player_veh allowDamage false; don_player_veh removeAllEventHandlers "handleDamage"; don_player_veh addEventHandler ["handleDamage", {0}]; don_player_veh removeAllEventHandlers "Fired"; don_player_veh addEventHandler ["Fired",{deleteVehicle (_this select 6);}]; }; if (canbuild) then { don_player_veh allowDamage true; don_player_veh removeAllEventHandlers "handleDamage"; don_player_veh addEventHandler ["handleDamage", {_this call vehicle_handleDamage;}]; don_player_veh removeAllEventHandlers "Fired"; //DISASSING OWNERS if (player == driver don_player_veh) then { don_player_veh setVariable ["don_ownerity_code", nil, true]; don_player_veh setVariable ["don_crew", nil, true]; don_player_veh setVariable ["don_passengers", nil, true]; }; }; waitUntil {sleep 0.0625; vehicle player == player}; don_incar = 0; don_player_veh = nil; }; }; //Thanks Maca for the Remote Message idea "cad_pvar_smessage" addPublicVariableEventHandler { private ["_message", "_receivers"]; _message = (_this select 1) select 0; _receivers = (_this select 1) select 1; if (getPlayerUID player in _receivers) then {cutText [_message, "PLAIN DOWN"];}; };3) [MISSION FOLDER]\DAYZ_CODE\COMPILE\FN_GEARMENUCHECKS.SQFThis code bellow goes at the end of your custom dayz_code\compile\fn_gearMenuChecks.sqf. Thanks for Maca134 for the no-player-gear-acess-in-safe script. To have a custom dayz_code\compile\fn_gearMenuChecks.sqf file you will need a custom dayz_code\init\compiles.sqf, since the first is called in game by the second, so you need a custom compiles.sqf that calls your custom fn_gearMenuChecks.sqf file, and since compiles.sqf is now custom, you need to change the call in init.sqf to it, since compiles.sqf is called in-game by init.sqf. More on that later! Sorry for now! If you have any doubt, please ask! //Prevents players opening others backpacks MACA123 if (isNil "inSafeZone") then {inSafeZone = false;}; if ((!canbuild || inSafeZone) and _cTarget isKindOf "Man" and alive _cTarget and (((vehicle player) distance _cTarget) < 12)) then { cutText ["Cannot access other players gear in the safezone." , "PLAIN DOWN"]; _display closeDisplay 1; }; //Gebriel Safezones //by Donnovan from Brazil if (!canbuild) then { private ["_don_iscar","_don_ismycar","_don_crew"]; _don_iscar = false; _don_ismycar = false; if (_cTarget isKindOf "LandVehicle" || _cTarget isKindOf "Air" || _cTarget isKindOf "Ship" ) then { _don_crew = _cTarget getVariable ["don_crew", nil]; if (isNil "_don_crew") then {_don_crew = [getPlayerUID player];}; _don_iscar = true; if ((getPlayerUID player) in _don_crew) then {_don_ismycar = true;}; }; if (_don_iscar && !_don_ismycar) then { [objNull, player, rSAY, "error1"] call RE; cutText ["You can't access this vehicle gear!" , "PLAIN DOWN"]; _display closeDisplay 1; }; };4) ERROR1.OGGThe scipt have a sound file, download it on this link and put the file at the root of your mission folder: http://s000.tinyupload.com/index.php?file_id=69305942403778252911 Add the sound declaration in description.ext. Here is my description.ext: //DONN sounds class CfgSounds { sounds[] = {error1}; class error1 { name="error1"; sound[]={error1.ogg,1,1}; titles[] = {}; }; };You could have more custom sounds on class CfgSounds, if so you need to acomodate then together. This bellow is a example where the Gebriel Safezones error1.ogg sound coexists with another 2 custom sounds (diescream.ogg and caloideploy.ogg): //DONN sounds class CfgSounds { sounds[] = {dieScream,caloideploy,error1}; class dieScream { name="dieScream"; sound[]={diescream.ogg,1,1}; titles[] = {}; }; class caloideploy { name="caloideploy"; sound[]={deploys\bike\caloi_deploy.ogg,1,1}; titles[] = {}; }; class error1 { name="error1"; sound[]={error1.ogg,1,1}; titles[] = {}; }; };5) BATTLEYE FILTERSOn the BE filter publicvariable.txt, search for the line that starts with 5 "". At the end of this line add a space and after the space add !"cad_pvar_s".
  7. Hello. Tried to understand system of creating "windows" on GUI, but unsuccesfull.. Tried to understand this system by reading this topic on wiki, but didnt understand it.... https://community.bistudio.com/wiki/SafeZone So could somebody make a guide how to make ur own gui, add "windows" and another thing, will be very-very cool. If somebody very clever havent time to make guide, I can pay for private lessons. Thx!
  8. Hi! We are looking at putting in safezones at the traders and we want the Epoch safezones used in ArmA 2 where you had godmode and such. With the new system and the admin menu running at the same time as soon as a player gets GodMode he/she gets banned...the only way to turn off the ingame antihack is to remove the AdminMenu at the same time. I find the AdminMenu to work quite well but this is really a dealbreaker atm... Does anyone know if there's a workaround? Would really appreciate it. *IF NOT Please let us remove the automatic AntiHack system and keep using the AdminMenu!*
  9. Anyone have a speed limit script for AGN safezones? The one I can find on here is for Maca's safezones. Thanks!
  10. 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; };
  11. Dezinfector

    Safezones

    Please , can u help me to make safezones on epoch 1.0.3. I dont know where to find it and how to install.
  12. willybob

    Trader SafeZones

    Alright so I know many of you are going to say go look on the internet but I have and I cant find how to do this. What I was wanting to do was set up my own Safe Zones. I have used someone elses file previously but my problem with it was that it didn't protect all of the traders such a the trader that sells air vehicles. What i'm asking does anyone have a preset or can anyone maybe set me this up or tell me how to? I did look at a tutorial but the problem I had is that I didn't know how to get the co-ordinates to make the area. If anyone could help me it would be awesome! -Willybob
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