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this man is machine, thanks sarge
sorry for stupid question , if my base was say 300m wide, can i add more than one location or a larger radius ?
where [6400, 2720,0] is the location, and 100 is the radius to protect. Adjust to your needs.Code:[[6400, 2720,0],100] execVM "addons\fixes\SAR_nuke_zeds.sqf";
This is a short script for people that want e.g. community bases zed free.
It does NOT prevent Zeds from spawning, it just kills em after spawn.
Instructions:
a) copy the below script into your missions.pbo, into a folder addons/fixes. (adjust if you know what you do to whatever you like)
b) figure out the center position of your base / place you want protected.
c) edit your init.sqf, at the VERY end, add:
Code:[[6400, 2720,0],100] execVM "addons\fixes\SAR_nuke_zeds.sqf";
where [6400, 2720,0] is the location, and 100 is the radius to protect. Adjust to your needs.
d) profit.
Script:
Code:/* Author: Sarge Description: Kills all zombies in a given distance from a given point. Needs 2 parameters: _location = the exact x/y/z location of the center of the area that should be zed free _range = the radius within which zeds get killed */ private["_location","_radius","_nuker","_obj_text_string"]; if(!isServer) exitwith{}; _location = _this select 0; _radius = _this select 1; _nuker = createvehicle ["Sign_sphere25cm_EP1",[_location select 0,_location select 1,1] ,[],0,"NONE"]; _nuker allowDamage false; _obj_text_string = format["#(argb,8,8,3)color(%1,%2,%3,%4,ca)",1,1,0,1]; [nil,nil,rSETOBJECTTEXTURE,_nuker,0,_obj_text_string] call RE; [_nuker,_radius] spawn { private ["_nuker","_radius","_entity_array"]; _nuker = _this select 0; _radius = _this select 1; while {true} do { _entity_array = (getPos _nuker) nearEntities ["CAManBase",_radius]; { if (_x isKindof "zZombie_Base") then { _x setDamage 1; }; } forEach _entity_array; sleep 2; }; };
cheers, Sarge
if (_x isKindof "zZombie_Base") then {
_x setDamage 1;
if (! isPlayer _x ) then {
_x setDamage 1;
Is there a way to automatically despawn the killed zedz, preferably as soon as they are killed?
_entity_array = (getPos _nuker) nearEntities ["CAManBase",_radius];
{
if (_x isKindof "zZombie_Base") then {
_x deleteVehicle 1;
};
} forEach _entity_array;
sleep 2;
<position>
<x>140.650757</x>
<y>0</y>
<z>43.7258949</z>
</position>
<radius>4.97029</radius>
[[140.650757, 0,43.7258949],300] execVM "Fixes\SAR_nuke_zeds.sqf";
go to the center of the location you want, logout there, and check your db for the locations. The above are weird coordinates.
Betterdead: http://community.bistudio.com/wiki/deleteVehicle
edit: omg, and both of you please understand how coordinates work in Arma 2. it's X,Y,Z. Z = height = dont need.
Using TSW, to set up a dome at this location:
I figured I could use those cordinates to set up the radius for this script like:Code:<position> <x>140.650757</x> <y>0</y> <z>43.7258949</z> </position> <radius>4.97029</radius>
But it didn't work, anyone mind telling me why?Code:[[140.650757, 0,43.7258949],300] execVM "Fixes\SAR_nuke_zeds.sqf";
Your coordibates are wrong....it should look like this [[140.650757, 43.7258949, 0]300]
You need the coordinates to be in the x,y,z formation. When your getting your coordinates they are x,z,y. You just need to switch the y and z. Hope this helps.
Hi bajaboy, this are my coordinates from the tsw, are they fine or i just need to change anything ?, thanks 7604.53,0.001,6834.67
[[7604,6834,0],100] execVM "addons\fixes\SAR_nuke_zeds.sqf";