DieTanx Posted September 3, 2017 Report Share Posted September 3, 2017 37 minutes ago, Aelenia said: @DieTanx In mission.sqm it's also set to 100 (didn't change anything in there though) class Item0 { position[]={6325,304,7807}; TRGDEF name="zonestary"; expCond="(player distance zonestary) < 100;"; expActiv="[""trader city Stary"",true,""enter""] call player_traderCity;"; expDesactiv="[""trader city Stary"",true,""leave""] call player_traderCity;"; }; class Item1 { position[]={4063,365,11664}; TRGDEF name="zonebash"; expCond="(player distance zonebash) < 100;"; expActiv="[""trader city Bash"",true,""enter""] call player_traderCity;"; expDesactiv="[""trader city Bash"",true,""leave""] call player_traderCity;"; }; class Item2 { position[]={11447,317,11364}; TRGDEF name="zoneklen"; expCond="(player distance zoneklen) < 100;"; expActiv="[""trader city Klen"",true,""enter""] call player_traderCity;"; expDesactiv="[""trader city Klen"",true,""leave""] call player_traderCity;"; }; class Item3 { position[]={1606,289,7803}; TRGDEF name="zonebandit"; expCond="(player distance zonebandit) < 100;"; expActiv="[""Bandit Trader"",false,""enter""] call player_traderCity;"; expDesactiv="[""Bandit Trader"",false,""leave""] call player_traderCity;"; }; class Item4 { position[]={12944,210,12766}; TRGDEF name="zonehero"; expCond="(player distance zonehero) < 100;"; expActiv="[""Hero Trader"",false,""enter""] call player_traderCity;"; expDesactiv="[""Hero Trader"",false,""leave""] call player_traderCity;"; }; class Item5 { position[]={12060,158,12638}; TRGDEF name="zoneaircraft"; expCond="(player distance zoneaircraft) < 100;"; expActiv="[""Aircraft Trader"",false,""enter""] call player_traderCity;"; expDesactiv="[""Aircraft Trader"",false,""leave""] call player_traderCity;"; }; expCond="(player distance zoneaircraft) < 100;"; these are your distances from safe zones--- change this to match what you place in your safe zone protections. both of these should match i actually have mine set to 15 meters further so you cant step in/out of safe zone and run back in as easy. Link to comment Share on other sites More sharing options...
Randomuser5050450494 Posted October 26, 2017 Report Share Posted October 26, 2017 7:44:26 Error Invalid number in expression 7:44:26 File mpmissions\DayZ_Epoch_11.Chernarus\safezones.sqf, line 1 7:44:26 Error in expression <\DayZ_Epoch_11.Chernarus\safezones.sqf" Any ideas? Link to comment Share on other sites More sharing options...
salival Posted October 26, 2017 Report Share Posted October 26, 2017 3 hours ago, Randomuser5050450494 said: 7:44:26 Error Invalid number in expression 7:44:26 File mpmissions\DayZ_Epoch_11.Chernarus\safezones.sqf, line 1 7:44:26 Error in expression <\DayZ_Epoch_11.Chernarus\safezones.sqf" Any ideas? what is on line 1 in your safezones.sqf? Link to comment Share on other sites More sharing options...
Randomuser5050450494 Posted October 27, 2017 Report Share Posted October 27, 2017 7 hours ago, salival said: what is on line 1 in your safezones.sqf? Forgot the / at the top lol. I was tired.... Link to comment Share on other sites More sharing options...
inneedofhelp Posted October 27, 2017 Report Share Posted October 27, 2017 Is there any way to stop vehicles getting damaged in safe zones ? Link to comment Share on other sites More sharing options...
Relentless Posted October 27, 2017 Report Share Posted October 27, 2017 3 hours ago, inneedofhelp said: Is there any way to stop vehicles getting damaged in safe zones ? I guess that shouldn't be that difficult. First you need a custom veh_handlDam.sqf. In there, search for: _unit = _this select 0; _selection = _this select 1; _total = _this select 2; Below that, paste in: _vehicleSafeZones = [ [[4064,11665,0],100], // Bash [[6326,7809,0],200], // Stary [[11447,11364,0],200], // Klen [[12944,12766,0],100], // Hero Camp [[1606,7803,0],100] // Bandit camp ]; { if (_unit distance (_x select 0) < (_x select 1)) exitWith{}; } forEach _vehicleSafeZones; You can define your own safezones in the _vehicleSafeZones array or if you have a safezone array already, use that instead. [[4064,11665,0],100], // Bash The first numbers are the coordinates and the second part is the radius from that point. Means if a vehicle is in a maximum range of 100m of that point, it will be indestructable. Link to comment Share on other sites More sharing options...
inneedofhelp Posted October 27, 2017 Report Share Posted October 27, 2017 thank you for your reply, we restart at 4 pm est so i will add those lines and try it out.We get a lot of complaints about AI shooting up vehicles in safe zones Link to comment Share on other sites More sharing options...
dodget90 Posted November 29, 2017 Report Share Posted November 29, 2017 hi your script seems to work fine with me apart from this error in my RPT , can you help me please Quote Error position: <distance _z < _r) then {_state = true;};> Error 4 elements provided, 3 expected File mpmissions\__CUR_MP.sauerland\safezone\16_safezone.sqf, line 243 Error in expression < _r = _x select 1; if ((vehicle player) distance _z < _r) then {_state = true;};> Error position: <distance _z < _r) then {_state = true;};> Error 4 elements provided, 3 expected File mpmissions\__CUR_MP.sauerland\safezone\16_safezone.sqf, line 243 Error in expression < _r = _x select 1; if ((vehicle player) distance _z < _r) then {_state = true;};> Error position: <distance _z < _r) then {_state = true;};> Error 4 elements provided, 3 expected File mpmissions\__CUR_MP.sauerland\safezone\16_safezone.sqf, line 243 Error in expression < _r = _x select 1; also here is my 16_safezone.sqf Quote /* by: http://infiSTAR.de || http://DayzAntiHack.com *updated on 13.12.2016 by juandayz for epoch 1.6 community //all credits for infi How i install it? 1. Copy paste the code of below into a file called 16_safezone.sqf - save the file. 2. Paste this 16_safezone.sqf into mpmissioms\instance_11.chernarus\custom\ 3. Open your init.sqf 4. At the very bottom of the file add this line: [] execVM "custom\16_safezone.sqf"; 5. Save the init.sqf and restart your server. */ USE_CANBUILD = true; // if you don't want to define your own positions USE_TraderCity = false; // if you don't want to define your own positions (Epoch 1.0.5) USE_POSITIONS = true; // to use own positions and radius USE_AI_REMOVER = true; // use this to remove Missionbots (AI) within 100m of a player if the player is in a SafeZone USE_AntiSteal = false; // use this to block opening gear if another player is within 3m! USE_SPEEDLIMIT = false; // very secret function, nobody is supposed to find out what it does. SPEEDLIMIT = 25; // Only used if USE_SPEEDLIMIT is true. USE_SIGNS = true; // use this to build signs around the SafeZone LOG_EnterLeave = false; // This will log to your .rpt when a player enters or leaves a SafeZone! (only works with infiSTAR.de Admintools / AntiHack) /* You can use USE_CANBUILD or/and (works together) the custom positions below (USE_POSITIONS) [position or zone,radius] */ _infiSZ = [ [[15502,87,17015,0],200,true],//Seedorf [[13166,176,6611,0],200,true],//Oberdorf [[24710,409,21741,0],200,true],//Oberberg [[16983,300,1774,0],200,true],//bandit [[11045,179,15671,0],200,true],//hero [[15351.9,0.0569839,18520.6,0],200,true],//AircraftDealer [[2504,271,3870,0],200,true],//Wholesale1 [[230,140,22703,0],200,true]//Wholesaler ]; { DZE_SafeZonePosArray set [(count DZE_SafeZonePosArray), [(_x select 0), (_x select 1)]]; } forEach _infiSZ; if (isServer) exitWith { if (USE_SIGNS) then { { _center = _x select 0; _radius = _x select 1; _lSign = _x select 2; if (_lSign) then { for '_i' from 0 to 360 step (270 / _radius)*2 do { _location = [(_center select 0) + ((cos _i) * _radius), (_center select 1) + ((sin _i) * _radius),0]; _dir = ((_center select 0) - (_location select 0)) atan2 ((_center select 1) - (_location select 1)); _object = createVehicle ['Sign_sphere100cm_EP1', _location, [], 0, 'CAN_COLLIDE']; // _object = createVehicle ['SignM_FARP_Winchester_EP1', _location, [], 0, 'CAN_COLLIDE']; // _object setVehicleInit 'this setObjectTexture [0,''Addons\SafeZones\sign.paa''];'; _object setDir _dir; }; }; } forEach _infiSZ; }; }; waitUntil {((!isNil 'dayz_animalCheck') || (!isNil 'dayz_medicalH') || (!isNil 'dayz_slowCheck') || (!isNil 'dayz_gui'))}; if (isNil 'inSafeZone') then { inSafeZone = false; } else { if (typename inSafeZone != 'BOOL') then { inSafeZone = false; }; }; [_infiSZ] spawn { _infiSZ = _this select 0; _startSafeZone = { if (isNil 'outNow') then { _msg = 'You entered a Safe Zone!'; hint _msg; taskHint [_msg, [0,1,0,1], 'taskDone']; inNow = nil; outNow = true; if (LOG_EnterLeave) then { PVDZ_send = [player,'SafeZoneState',[1]]; publicVariableServer 'PVDZ_send'; }; }; player_fired = { deleteVehicle (nearestObject [_this select 0,_this select 4]); cutText ['You can not fire in a SafeZone!','WHITE IN']; }; //wild_spawnZombies = {}; zombie_generate = {}; fnc_usec_damageHandler = {}; player removeAllEventHandlers 'handleDamage'; player addEventHandler ['handleDamage', {false}]; player allowDamage false; _veh = vehicle player; _szs = _veh getVariable ['inSafeZone',0]; if (_szs == 0) then { _veh setVariable ['inSafeZone',1,true]; if (player != _veh) then { _veh removeAllEventHandlers 'Fired'; _veh addEventHandler ['Fired', {_this call player_fired;}]; { _x removeAllEventHandlers 'Fired'; _x addEventHandler ['Fired', {_this call player_fired;}]; } forEach (crew _veh); fnc_veh_handleDam = {false}; _veh removeAllEventHandlers 'HandleDamage'; _veh addeventhandler ['HandleDamage',{ _this call fnc_veh_handleDam } ]; _veh allowDamage false; }; }; _notInSafeZone = [ 'MAAWS','RPG7V','M136','RPG18','STINGER', 'MeleeBaseball','MeleeHatchet','MeleeCrowbar','MeleeMachete','MeleeFishingPole','MeleeSledge', 'MeleeBaseBallBatNails','MeleeBaseBallBatBarbed','MeleeBaseBallBat' ]; _cwep = currentWeapon player; if (_cwep in _notInSafeZone) then { _swep = ''; { if ((getNumber (configFile >> 'CfgWeapons' >> _x >> 'Type')) == 2) exitWith { _swep = _x; }; } forEach (weapons player); if (_swep == '') then { player playActionNow 'PutDown'; _iPos = getPosATL player; _radius = 1; _removed = ([player,_cwep,1] call BIS_fnc_invRemove); if (_removed == 1) then { _item = createVehicle ['WeaponHolder', _iPos, [], _radius, 'CAN_COLLIDE']; _item addWeaponCargoGlobal [_cwep,1]; }; } else { player selectweapon _swep; }; }; }; _endSafeZone = { if (isNil 'inNow') then { if (str fnc_usec_damageHandler == '{}') then { _msg = 'You left the Safe Zone!'; hint _msg; taskHint [_msg, [1,0,0.1,1], 'taskFailed']; }; inNow = true; outNow = nil; if (LOG_EnterLeave) then { PVDZ_send = [player,'SafeZoneState',[0]]; publicVariableServer 'PVDZ_send'; }; }; //wild_spawnZombies = compile preprocessFileLineNumbers '\z\addons\dayz_code\compile\wild_spawnZombies.sqf'; zombie_generate = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_generate.sqf"; // player_fired = { _this call compile preprocessFileLineNumbers '\z\addons\dayz_code\compile\player_fired.sqf'; _unit = _this select 0; _weapon = _this select 1; _muzzle = _this select 2; _mode = _this select 3; _ammo = _this select 4; _magazine = _this select 5; _projectile = _this select 6; _screenToWorld = screenToWorld [0.5,0.5]; _near = _screenToWorld nearEntities ['AllVehicles',100]; { if (isPlayer _x) then { _szs = _x getVariable ['inSafeZone',0]; if (_szs == 1) then { deleteVehicle (nearestObject [_unit,_ammo]); }; }; } forEach _near; }; fnc_usec_unconscious = compile preprocessFileLineNumbers '\z\addons\dayz_code\compile\fn_unconscious.sqf'; object_monitorGear = compile preprocessFileLineNumbers '\z\addons\dayz_code\compile\object_monitorGear.sqf'; fnc_veh_handleDam = compile preprocessFileLineNumbers '\z\addons\dayz_code\compile\veh_handleDam.sqf'; _veh = vehicle player; _szs = _veh getVariable ['inSafeZone',0]; if (_szs == 1) then { _veh setVariable ['inSafeZone',0,true]; if (player != _veh) then { _veh removeAllEventHandlers 'HandleDamage'; _veh addeventhandler ['HandleDamage',{ _this call fnc_veh_handleDam } ]; _veh allowDamage true; }; }; _end = false; if (isNil 'gmadmin') then { _end = true; } else { if (gmadmin == 0) then { _end = true; }; }; if (_end) then { player allowDamage true; fnc_usec_damageHandler = compile preprocessFileLineNumbers '\z\addons\dayz_code\compile\fn_damageHandler.sqf'; player removeAllEventHandlers 'HandleDamage'; player addeventhandler ['HandleDamage',{_this call fnc_usec_damageHandler;} ]; }; }; while {1 == 1} do { if (isNil 'inSafeZone') then { inSafeZone = false; } else { if (typename inSafeZone != 'BOOL') then { inSafeZone = false; }; }; _state = false; if (isNil 'USE_POSITIONS') then { USE_POSITIONS = false; } else { if (typename USE_POSITIONS != 'BOOL') then { USE_POSITIONS = false; }; }; if (USE_POSITIONS) then { { _z = _x select 0; _r = _x select 1; if ((vehicle player) distance _z < _r) then {_state = true;}; } forEach _infiSZ; }; if (isNil 'USE_CANBUILD') then { USE_CANBUILD = true; } else { if (typename USE_CANBUILD != 'BOOL') then { USE_CANBUILD = true; }; }; if (USE_CANBUILD) then { if (isNil 'canbuild') then { canbuild = true; } else { if (typename canbuild != 'BOOL') then { canbuild = true; }; }; if (!canbuild) then {_state = true;}; }; if (isNil 'USE_TraderCity') then { USE_TraderCity = true; } else { if (typename USE_TraderCity != 'BOOL') then { USE_TraderCity = true; }; }; if (USE_TraderCity) then { if (isNil 'isInTraderCity') then { isInTraderCity = false; } else { if (typename isInTraderCity != 'BOOL') then { isInTraderCity = false; }; }; if (isInTraderCity) then {_state = true;}; }; if (_state) then { inSafeZone = true; call _startSafeZone; { if (!isNull _x) then { if !(isPlayer _x) then { deletevehicle _x; }; }; } forEach ((vehicle player) nearEntities ['zZombie_Base',50]); if (isNil 'USE_AI_REMOVER') then { USE_AI_REMOVER = false; } else { if (typename USE_AI_REMOVER != 'BOOL') then { USE_AI_REMOVER = false; }; }; if (USE_AI_REMOVER) then { { if ((!isNull group _x) && (getPlayerUID _x == '')) then { deleteVehicle _x; }; } forEach (player nearEntities ['Man',100]); }; } else { inSafeZone = false; }; uiSleep 2; if (!inSafeZone) then { call _endSafeZone; }; }; }; if ((USE_AntiSteal) || (USE_SPEEDLIMIT)) then { [] spawn { _USE_AntiSteal = USE_AntiSteal; _USE_SPEEDLIMIT = USE_SPEEDLIMIT; _speedlimit = SPEEDLIMIT; while {1 == 1} do { if (inSafezone) then { if (_USE_AntiSteal) then { _cnt = {isPlayer _x && _x != player} count (player nearEntities [['CAManBase'],4]); if ((_cnt > 0) && (!isNull (findDisplay 106))) then { (findDisplay 106) closedisplay 0; closeDialog 0;closeDialog 0;closeDialog 0; _log = format['%1 You are not allowed to open Gear while near another player!',name player]; cutText [_log,'PLAIN']; hint _log; }; }; 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; }; }; }; } else { uiSleep 2; }; uiSleep .01; }; }; }; Link to comment Share on other sites More sharing options...
Dr.Killmore Posted December 29, 2017 Report Share Posted December 29, 2017 Hello guys I am getting this error in 1.0.6.2 it was working fine in 1.0.6.1 does anybody know what i need to do to fix this? Thanks. { DZE_SafeZonePosArray set [(count DZE_Saf> 16:18:48 Error position: <DZE_SafeZonePosArray set [(count DZE_Saf> 16:18:48 Error Undefined variable in expression: dze_safezoneposarray 16:18:48 File mpmissions\DayZ_Epoch_11.Chernarus\scripts\safezone\safezone.sqf, line 40 16:18:48 Error in expression <, [[8001.09,2899.08,0],20,true] ]; Link to comment Share on other sites More sharing options...
Dr.Killmore Posted December 29, 2017 Report Share Posted December 29, 2017 Thanks ebayShopper that indeed was the problem thanks for pointing that out now I have discovered my server provider has updated the servers but clearly haven't updated the community package. On a default 1.0.6.2 mission file there was no issue I would never of known without you're help thanks for everything. juandayz and Hooty 2 Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted January 1, 2018 Report Share Posted January 1, 2018 I followed the obviously very easy directions but nothing happens. I am using the USE_TraderCity = true; setting on Lingor. Could it not be detecting the traders properly? Do I have to define the safezones for Lingor? Link to comment Share on other sites More sharing options...
stirrific Posted January 1, 2018 Report Share Posted January 1, 2018 Well Lingor does not have trader cities per say they are scattered about so you have to enter the positions yourself for each one u want to have as a safe zone. Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted January 1, 2018 Report Share Posted January 1, 2018 I got this working. Another question - does this prevent loot from spawning and does it remove zombies from the safezone? Link to comment Share on other sites More sharing options...
salival Posted January 1, 2018 Report Share Posted January 1, 2018 1 hour ago, BetterDeadThanZed said: I got this working. Another question - does this prevent loot from spawning and does it remove zombies from the safezone? This script won't prevent loot or zombies from spawning in a safezone, it will delete zombies that have spawned in a 50m radius of the player though. Epoch by default won't spawn loot or zombies in a safezone, in 1.0.6.3 I have changed this to be a toggle. Link to comment Share on other sites More sharing options...
Hooty Posted January 2, 2018 Report Share Posted January 2, 2018 7 hours ago, salival said: This script won't prevent loot or zombies from spawning in a safezone, it will delete zombies that have spawned in a 50m radius of the player though. Epoch by default won't spawn loot or zombies in a safezone, in 1.0.6.3 I have changed this to be a toggle. 1.0.6.3? When will this come out and what sort of things are being added/fixed? Link to comment Share on other sites More sharing options...
salival Posted January 2, 2018 Report Share Posted January 2, 2018 1 hour ago, Hooty said: 1.0.6.3? When will this come out and what sort of things are being added/fixed? No idea, a few months away maybe. There's going to be an Arma 2 corepatch "soon" acording to Bohemia so we may need to fix some things with it. I will be taking ownership and posting about any up coming updates to Epoch personally on here and on discord (you server admins REALLY should be on discord) Link to comment Share on other sites More sharing options...
xDUKEx Posted February 4, 2018 Report Share Posted February 4, 2018 I've added the script and it works perfectly on 1.0.6.2 , however, I can't get the signs to populate around the safe zones. I believe I need to be adding in actual coordinates to the script but I am not sure of the placement. Can I stick them all within the [ ]'s and use commas to separate them ... or do I need to create a separate entry for each new location? Here is the bit of the script I am using: Spoiler USE_SIGNS = true; // use this to build signs around the SafeZone LOG_EnterLeave = true; // This will log to your .rpt when a player enters or leaves a SafeZone! (only works with infiSTAR.de Admintools / AntiHack) /* You can use USE_CANBUILD or/and (works together) the custom positions below (USE_POSITIONS) [position or zone,radius] */ _infiSZ = [ [[6325.6772,7807.7412,0],150,true],//stary [[4063.4226,11664.19,0],150,true],//bash [[11447.472,11364.504,0],150,true],//klen [[1606.6443,7803.5156,0],150,true],//bandit [[12944.227,12766.889,0],150,true],//hero [[4361.4937,2259.9526,0],50,true],//wholesalerSouth [[12060,12640,0],200,true]//air dealear ]; { DZE_SafeZonePosArray set [(count DZE_SafeZonePosArray), [(_x select 0), (_x select 1)]]; } forEach _infiSZ; if (isServer) exitWith { if (USE_SIGNS) then { { _center = _x select 0; _radius = _x select 1; _lSign = _x select 2; if (_lSign) then { for '_i' from 0 to 360 step (270 / _radius)*2 do { _location = [(_center select 0) + ((cos _i) * _radius), (_center select 1) + ((sin _i) * _radius),0]; _dir = ((_center select 0) - (_location select 0)) atan2 ((_center select 1) - (_location select 1)); _object = createVehicle ['Sign_sphere100cm_EP1', _location, [], 0, 'CAN_COLLIDE']; _object = createVehicle ['SignM_UN_Base_EP1', _location, [], 0, 'CAN_COLLIDE']; _object setVehicleInit 'this setObjectTexture [0,''safezone\sign.jpg''];'; _object setDir _dir; }; }; } forEach _infiSZ; }; }; I was asked to check my server rpt file and came up with a few instances of : Spoiler 21:22:04 UnExpected call of CreateVehicle for 'Logic', pos(0.000000.2,1.252131.2,0.000000.2). Vehicles with brain cannot be created using 'createVehicle'! 21:22:29 UnExpected call of CreateVehicle for 'Logic', pos(0.000000.2,1.239050.2,0.000000.2). Vehicles with brain cannot be created using 'createVehicle'! ] They all have different time stamps and coordinates, and total maybe 6 instances of errors. I know the script calls for the signs to be published as vehicles ... Is that the issue? Or do I just need to add coordinate location numbers within the [ ] after the _location call? Spoiler _location = [(_center select 0) + ((cos _i) * _radius), (_center select 1) + ((sin _i) * _radius),0]; _dir = ((_center select 0) - (_location select 0)) atan2 ((_center select 1) - (_location select 1)); _object = createVehicle ['Sign_sphere100cm_EP1', _location, [], 0, 'CAN_COLLIDE']; _object = createVehicle ['SignM_UN_Base_EP1', _location, [], 0, 'CAN_COLLIDE']; _object setVehicleInit 'this setObjectTexture [0,''safezone\sign.jpg''];'; _object setDir _dir; Link to comment Share on other sites More sharing options...
xDUKEx Posted February 4, 2018 Report Share Posted February 4, 2018 18 minutes ago, xDUKEx said: I've added the script and it works perfectly on 1.0.6.2 , however, I can't get the signs to populate around the safe zones. I believe I need to be adding in actual coordinates to the script but I am not sure of the placement. Can I stick them all within the [ ]'s and use commas to separate them ... or do I need to create a separate entry for each new location? Here is the bit of the script I am using: Reveal hidden contents USE_SIGNS = true; // use this to build signs around the SafeZone LOG_EnterLeave = true; // This will log to your .rpt when a player enters or leaves a SafeZone! (only works with infiSTAR.de Admintools / AntiHack) /* You can use USE_CANBUILD or/and (works together) the custom positions below (USE_POSITIONS) [position or zone,radius] */ _infiSZ = [ [[6325.6772,7807.7412,0],150,true],//stary [[4063.4226,11664.19,0],150,true],//bash [[11447.472,11364.504,0],150,true],//klen [[1606.6443,7803.5156,0],150,true],//bandit [[12944.227,12766.889,0],150,true],//hero [[4361.4937,2259.9526,0],50,true],//wholesalerSouth [[12060,12640,0],200,true]//air dealear ]; { DZE_SafeZonePosArray set [(count DZE_SafeZonePosArray), [(_x select 0), (_x select 1)]]; } forEach _infiSZ; if (isServer) exitWith { if (USE_SIGNS) then { { _center = _x select 0; _radius = _x select 1; _lSign = _x select 2; if (_lSign) then { for '_i' from 0 to 360 step (270 / _radius)*2 do { _location = [(_center select 0) + ((cos _i) * _radius), (_center select 1) + ((sin _i) * _radius),0]; _dir = ((_center select 0) - (_location select 0)) atan2 ((_center select 1) - (_location select 1)); _object = createVehicle ['Sign_sphere100cm_EP1', _location, [], 0, 'CAN_COLLIDE']; _object = createVehicle ['SignM_UN_Base_EP1', _location, [], 0, 'CAN_COLLIDE']; _object setVehicleInit 'this setObjectTexture [0,''safezone\sign.jpg''];'; _object setDir _dir; }; }; } forEach _infiSZ; }; }; I was asked to check my server rpt file and came up with a few instances of : Reveal hidden contents 21:22:04 UnExpected call of CreateVehicle for 'Logic', pos(0.000000.2,1.252131.2,0.000000.2). Vehicles with brain cannot be created using 'createVehicle'! 21:22:29 UnExpected call of CreateVehicle for 'Logic', pos(0.000000.2,1.239050.2,0.000000.2). Vehicles with brain cannot be created using 'createVehicle'! ] They all have different time stamps and coordinates, and total maybe 6 instances of errors. I know the script calls for the signs to be published as vehicles ... Is that the issue? Or do I just need to add coordinate location numbers within the [ ] after the _location call? Reveal hidden contents _location = [(_center select 0) + ((cos _i) * _radius), (_center select 1) + ((sin _i) * _radius),0]; _dir = ((_center select 0) - (_location select 0)) atan2 ((_center select 1) - (_location select 1)); _object = createVehicle ['Sign_sphere100cm_EP1', _location, [], 0, 'CAN_COLLIDE']; _object = createVehicle ['SignM_UN_Base_EP1', _location, [], 0, 'CAN_COLLIDE']; _object setVehicleInit 'this setObjectTexture [0,''safezone\sign.jpg''];'; _object setDir _dir; Fixed with the help of Schalldampfer & theduke. had to drop my [] execVM "safezone\16_safezone.sqf"; to the very bottom of my init file. Link to comment Share on other sites More sharing options...
xDUKEx Posted February 5, 2018 Report Share Posted February 5, 2018 Could someone help me change the distance between each sign? Right now they are spaced so close to each other it's a bit much. I was thinking maybe one sign every 75m in the radius. I'm not sure which part of the code controls that. Thanks! Spoiler if (USE_SIGNS) then { { _center = _x select 0; _radius = _x select 1; _lSign = _x select 2; if (_lSign) then { for '_i' from 0 to 360 step (270 / _radius)*2 do { _location = [(_center select 0) + ((cos _i) * _radius), (_center select 1) + ((sin _i) * _radius),0]; _dir = ((_center select 0) - (_location select 0)) atan2 ((_center select 1) - (_location select 1)); _object = createVehicle ['Sign_sphere100cm_EP1', _location, [], 0, 'CAN_COLLIDE']; _object = createVehicle ['SignM_UN_Base_EP1', _location, [], 0, 'CAN_COLLIDE']; _object setVehicleInit 'this setObjectTexture [0,''safezone\sign.jpg''];'; _object setDir _dir; }; Link to comment Share on other sites More sharing options...
theduke Posted February 6, 2018 Report Share Posted February 6, 2018 1 hour ago, xDUKEx said: Could someone help me change the distance between each sign? Right now they are spaced so close to each other it's a bit much. I was thinking maybe one sign every 75m in the radius. I'm not sure which part of the code controls that. Thanks! Hide contents if (USE_SIGNS) then { { _center = _x select 0; _radius = _x select 1; _lSign = _x select 2; if (_lSign) then { for '_i' from 0 to 360 step (270 / _radius)*2 do { _location = [(_center select 0) + ((cos _i) * _radius), (_center select 1) + ((sin _i) * _radius),0]; _dir = ((_center select 0) - (_location select 0)) atan2 ((_center select 1) - (_location select 1)); _object = createVehicle ['Sign_sphere100cm_EP1', _location, [], 0, 'CAN_COLLIDE']; _object = createVehicle ['SignM_UN_Base_EP1', _location, [], 0, 'CAN_COLLIDE']; _object setVehicleInit 'this setObjectTexture [0,''safezone\sign.jpg''];'; _object setDir _dir; }; im not 100% sure what exact number you would need to get what you want. but i would guess it would be this line for '_i' from 0 to 360 step (270 / _radius)*2 do change the 270 to something else (anything from 0 to 360, probably 180 would do half the diameter) and see what that does. Link to comment Share on other sites More sharing options...
xDUKEx Posted February 6, 2018 Report Share Posted February 6, 2018 48 minutes ago, theduke said: im not 100% sure what exact number you would need to get what you want. but i would guess it would be this line for '_i' from 0 to 360 step (270 / _radius)*2 do change the 270 to something else (anything from 0 to 360, probably 180 would do half the diameter) and see what that does. I tried it on 180 but it doesn't seem to have done anything. Link to comment Share on other sites More sharing options...
salival Posted February 6, 2018 Report Share Posted February 6, 2018 I tested that change on my test server, @thedukeis correct, I had mine up at about 800+ before I really noticed a difference. theduke 1 Link to comment Share on other sites More sharing options...
xDUKEx Posted February 6, 2018 Report Share Posted February 6, 2018 15 minutes ago, salival said: I tested that change on my test server, @thedukeis correct, I had mine up at about 800+ before I really noticed a difference. Yea, you need a higher number not a lower number. I started noticing a significant change around for '_i' from 0 to 360 step (600 / _radius)*2 do Link to comment Share on other sites More sharing options...
theduke Posted February 6, 2018 Report Share Posted February 6, 2018 Just now, xDUKEx said: Yea, you need a higher number not a lower number. I started noticing a significant change around for '_i' from 0 to 360 step (600 / _radius)*2 do lol gota love arma logic glad you got it sorted out Link to comment Share on other sites More sharing options...
xDUKEx Posted February 6, 2018 Report Share Posted February 6, 2018 1 minute ago, theduke said: lol gota love arma logic glad you got it sorted out I was scratching my head thinking ... "man, it seems like they got closer together ..." Thanks for the help! theduke 1 Link to comment Share on other sites More sharing options...
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