WarpZone help thread

Hi Matt, just wondered what happens when a player either drives in with a car or fly's in etc etc.

Would they be teleported or not? I would assume if they did then the vehicle destroyed?

Thanks
 
Hi Matt, just wondered what happens when a player either drives in with a car or fly's in etc etc.

Would they be teleported or not? I would assume if they did then the vehicle destroyed?

Thanks

If they fly in or drive in they should be teleported, yes. But a car would not be destroyed, a heli or plane obviously would because it would crash.. :p
 
Cool one last question, if the player leaves the zone does the teleportation stop? I've seen a couple of scripts that kill you for entering a zone even when you leave it before the countdown ends

Thanks.
 
Is there an (easy) way to make this teleport work not by sensor but automatically at the time of spawn? I'm customizing a Takistan server and trying to think of ways to fix the spawn bug on that map (as of last and final Takistan release, everyone spawns at the same place in the south airfield). Thanks.
 
Is there an (easy) way to make this teleport work not by sensor but automatically at the time of spawn? I'm customizing a Takistan server and trying to think of ways to fix the spawn bug on that map (as of last and final Takistan release, everyone spawns at the same place in the south airfield). Thanks.

Maybe executing it at the bottom of the init the same way Sarge's Zed Nuker is. Not sure though, it's only been tested with a sensor.
 
Not sure why this isnt working! Running epoch

class Sensors
{
items=6;
class Item0
{
position[]={6325.6772,304.99033,7807.7412};
a=100;
b=100;
activationBy="WEST";
repeating=1;
interruptable=1;
age="UNKNOWN";
name="zonestary";
expCond="(player distance zonestary) < 100;";
expActiv="TitleText[""Now entering Trader City Alamo"",""PLAIN DOWN""]; canbuild = false; inTraderCity = ""Alamo"";";
expDesactiv="TitleText[""Now leaving Trader City Alamo"",""PLAIN DOWN""]; canbuild = true; inTraderCity = ""Any"";";
class Effects
{
};
};
class Item1
{
position[]={4772.9009,0,2582.0535};
a=100;
b=100;
activationBy="WEST";
repeating=1;
interruptable=1;
age="UNKNOWN";
name="zonebash";
expCond="(player distance zonebash) < 100;";
expActiv="TitleText[""Now entering Trader City Balota"",""PLAIN DOWN""]; canbuild = false; inTraderCity = ""Balota"";";
expDesactiv="TitleText[""Now leaving Trader City Balota"",""PLAIN DOWN""]; canbuild = true; inTraderCity = ""Any"";";
class Effects
{
};
};
class Item2
{
position[]={13113.826,0,10426.891};
a=100;
b=100;
activationBy="WEST";
repeating=1;
interruptable=1;
age="UNKNOWN";
name="zoneklen";
expCond="(player distance zoneklen) < 100;";
expActiv="TitleText[""Now entering Trader City Rust"",""PLAIN DOWN""]; canbuild = false; inTraderCity = ""Rust"";";
expDesactiv="TitleText[""Now leaving Trader City Rust"",""PLAIN DOWN""]; canbuild = true; inTraderCity = ""Any"";";
class Effects
{
};
};
class Item3
{
position[]={4511.6206, -339, 10744.319};
a=100;
b=100;
activationBy="WEST";
repeating=1;
interruptable=1;
age="UNKNOWN";
name="zonebandit";
expCond="(player distance zonebandit) < 100;";
expActiv="canbuild = false; inTraderCity = ""Tombstone"";";
expDesactiv="canbuild = true; inTraderCity = ""Any"";";
class Effects
{
};
};
class Item4
{
position[]={12029.425, -158.8, 12667.666};
a=100;
b=100;
activationBy="WEST";
repeating=1;
interruptable=1;
age="UNKNOWN";
name="zonehero";
expCond="(player distance zonehero) < 100;";
expActiv="canbuild = false; inTraderCity = ""Cloud"";";
expDesactiv="canbuild = true; inTraderCity = ""Any"";";
class Effects
{
};
};
class Item5
{
position[]={11781.18, 0.10446167, 12606.751};
a=100;
b=100;
activationBy="ANY";
repeating=1;
interruptable=1;
age="UNKNOWN";
text="TimeWarp";
name="TimeWarp";
expActiv="if (playerSide == WEST) then {[TimeWarp] execVM ""Warpzone.sqf""};";
expDesactiv="terminate TimeWarp; titleText [""You have left the Time Warp Station!"", ""PLAIN DOWN"", 3];";
class Effects
{
};
};
};
};
class Intro



get this at bottom of rpt

15:15:48 Error in expression <terminate TimeWarp; titleText ["You have>
15:15:48 Error position: <terminate TimeWarp; titleText ["You have>
15:15:48 Error terminate: Type Object, expected Script
 
Hey guys,

I use this script with one warp destination:

"
if ((getPlayerUID player) in ["12345678"]) then {
titleText ["Hello Admin. Welcome back.", "PLAIN DOWN", 3];
} else {
titleText ["Welcome to the NWAF Warp. Wait 15 seconds to be teleported.", "PLAIN DOWN", 3];
sleep 10;
titleText ["Keep Ready to teleport!", "PLAIN DOWN", 3];
sleep 2;

dayz_hunger = 0;
dayz_thirst = 0;
playsound "Warp";
sleep 3;
player setPosATL [4546.15,9872.29,0.286];


};
"

But there will always be teleported all players.
What is the problem?

Kind regards!
Andreas
 
Hey guys,

I use this script with one warp destination:

"
if ((getPlayerUID player) in ["12345678"]) then {
titleText ["Hello Admin. Welcome back.", "PLAIN DOWN", 3];
} else {
titleText ["Welcome to the NWAF Warp. Wait 15 seconds to be teleported.", "PLAIN DOWN", 3];
sleep 10;
titleText ["Keep Ready to teleport!", "PLAIN DOWN", 3];
sleep 2;

dayz_hunger = 0;
dayz_thirst = 0;
playsound "Warp";
sleep 3;
player setPosATL [4546.15,9872.29,0.286];


};
"

But there will always be teleported all players.
What is the problem?

Kind regards!
Andreas
Do you want only the admin to be teleported or everyone except the admin to be teleported?
 
Your current code will work for everyone except the admin being teleported. If you want only the admin teleported then your code should look like this.
Code:
if ((getPlayerUID player) in ["12345678"]) then {
titleText ["Hello Admin. Welcome back, teleportation in 5 seconds.", "PLAIN DOWN", 3];
sleep 5;
dayz_hunger = 0;
dayz_thirst = 0;
playsound "Warp";
sleep 3;
player setPosATL [4546.15,9872.29,0.286];
};

Of course you will need to replace your the "12345678" with whatever your id is.
 
Hey,
thanks! :)
I have already tried it, but other players will be teleported with me.
First, they see the message, then comes the teleportation.
This is annoying when you are in a vehicle....
They will even teleport with, if they are very far away (over 4km).
Here are the key excerpts:
----------------------------------------------------------------------------------
class Item19
{
position[]={6984.9,10.001,2165.04};
name="Warp";
text="Warp Point";
type="mil_dot";
colorName="ColorBrown";
};

class Item20
{
position[]={13532.9,10.002,6304.84};
name="Warp";
text="Warp Point";
type="mil_dot";
colorName="ColorBrown";
};
--------------------------------------------------------------------------------------
class Item12
{
position[]={4837.3325, 1.47874859, 2522.9099};
a=15;
b=15;
activationBy="ANY";
repeating=1;
interruptable=1;
age="UNKNOWN";
text="Basis_West2";
name="Basis_West2";
expActiv="if (playerSide == WEST) then {[Basis_West2] execVM ""safezoneSWAV.sqf""};";
class Effects
{
};
};

class Item13
{
position[]={6984.7764, 0.063561432, 2173.7197};
a=2;
b=2;
activationBy="ANY";
repeating=1;
interruptable=1;
age="UNKNOWN";
text="Basis_West3";
name="Basis_West3";
expActiv="if (playerSide == WEST) then {[Basis_West3] execVM ""WarpzoneNEAF.sqf""};";
expDesactiv="terminate Basis_West3; titleText [""You have left the Warp Zone!"", ""PLAIN DOWN"", 3];";
class Effects
{
};
};

class Item14
{
position[]={13521.617, 0.33676511, 6302.4668};
a=2;
b=2;
activationBy="ANY";
repeating=1;
interruptable=1;
age="UNKNOWN";
text="Basis_West4";
name="Basis_West4";
expActiv="if (playerSide == WEST) then {[Basis_West4] execVM ""WarpzoneNWAF.sqf""};";
expDesactiv="terminate Basis_West4; titleText [""You have left the Warp Zone!"", ""PLAIN DOWN"", 3];";
class Effects
{
};
};

class Item15
{
position[]={13522.57, 0.1539226, 6310.8301};
a=2;
b=2;
activationBy="ANY";
repeating=1;
interruptable=1;
age="UNKNOWN";
text="Basis_West";
name="Basis_West";
expActiv="if (playerSide == WEST) then {[Basis_West] execVM ""WarpzoneNEAF.sqf""};";
expDesactiv="terminate Basis_West; titleText [""You have left the Warp Zone!"", ""PLAIN DOWN"", 3];";
class Effects
{
};
};

};
------------------------------------------------------------------------------------------------------------------------------
if ((getPlayerUID player) in ["12345678"]) then {
titleText ["Hello Admin. Welcome back.", "PLAIN DOWN", 3];
} else {
titleText ["Welcome to the NEAF Warp. Wait 15 seconds to be teleported.", "PLAIN DOWN", 3];
sleep 10;
titleText ["Keep Ready to teleport!", "PLAIN DOWN", 3];
sleep 2;

dayz_hunger = 0;
dayz_thirst = 0;
playsound "Warp";
sleep 3;
player setPosATL [12166.3,12608.1,0.146];


};
 
This part is not really necessary and I will delete it.


"if ((getPlayerUID player) in ["12345678"]) then {
titleText ["Hello Admin. Welcome back.", "PLAIN DOWN", 3];
} else {"
 
This part is not really necessary and I will delete it.


"if ((getPlayerUID player) in ["12345678"]) then {
titleText ["Hello Admin. Welcome back.", "PLAIN DOWN", 3];
} else {"
That part is necessary if you don't want admins to be moved away from the location, thing is, with the steam update getPlayerUID now receieves the steam ID. So you have to change it accordingly.
 
I only need a teleportation point for every player. With one destination from one point.
Can I just remove it then?
Thank you! :)
 
Not sure if it still works with the updates but you can try adding

IF (vehicle player == player) THEN {

So that it will only teleport you if you are on foot and not in a vehicle.
 
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