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Hi guys is possible to add "double zone" for this script?, i mean in two diferent location of the maps, for example in my admin base and at the safe - trading post?, can any post me here an example of two together coordinates?.-
Thanks : )
Anyone have an Idea of why this would randomly stop working?
zZombieBase covers them all. The problem with this script is it uses remote execution which could conflict with antihack in any number of places. You really don't need remote execution to delete zombies. Here is an example of a very simple way to do it that isn't always running on loop when no players are in the area:
In mission.sqm add a sensor like so:
Code:class Item7 { position[]={9646.7129,339,11421.408}; a=110; b=110; activationBy="WEST"; repeating=1; interruptable=1; age="UNKNOWN"; name="zombiefreearea"; expCond="(player distance zombiefreearea) < 110;"; expActiv="zombiefree = true; zombiefreezone = [] execVM ""scripts\zombiefree.sqf"";"; expDesactiv="terminate zombiefreezone; titleText [""\n\nLeaving zombie free zone."", ""PLAIN DOWN"", 3];"; class Effects { titleType="TEXT"; titleEffect="PLAIN DOWN"; title="Entering zombie free zone."; }; };
And adjust the number of sensors at the top to however many you have:
Code:class Sensors { items=8;
In scripts\zombiefree.sqf put this:
Code:if (isNil "zombiefree") then { zombiefree = false; }; while {zombiefree} do { _entity_array = (getPos player) nearEntities ["CAManBase",110]; { if (_x isKindof "zZombie_Base") then { deletevehicle _x; }; } forEach _entity_array; sleep 4; };
Now every time a player enters within 110m of those coordinates the script is activated on them and all zombies in 110m are deleted every 4 seconds. And you can add as many zombie free zones as you want. Just add another sensor with the coordinates for each one. And adjust 110m to whatever radius you want. I would not recommend using > 200m radius because constantly checking an area larger than that for all CAManBase every 4 seconds can cause lag.
zZombieBase covers them all. The problem with this script is it uses remote execution which could conflict with antihack in any number of places. You really don't need remote execution to delete zombies. Here is an example of a very simple way to do it that isn't always running on loop when no players are in the area:
In mission.sqm add a sensor like so:
Code:class Item7 { position[]={9646.7129,339,11421.408}; a=110; b=110; activationBy="WEST"; repeating=1; interruptable=1; age="UNKNOWN"; name="zombiefreearea"; expCond="(player distance zombiefreearea) < 110;"; expActiv="zombiefree = true; zombiefreezone = [] execVM ""scripts\zombiefree.sqf"";"; expDesactiv="terminate zombiefreezone; titleText [""\n\nLeaving zombie free zone."", ""PLAIN DOWN"", 3];"; class Effects { titleType="TEXT"; titleEffect="PLAIN DOWN"; title="Entering zombie free zone."; }; };
And adjust the number of sensors at the top to however many you have:
Code:class Sensors { items=8;
In scripts\zombiefree.sqf put this:
Code:if (isNil "zombiefree") then { zombiefree = false; }; while {zombiefree} do { _entity_array = (getPos player) nearEntities ["CAManBase",110]; { if (_x isKindof "zZombie_Base") then { deletevehicle _x; }; } forEach _entity_array; sleep 4; };
Now every time a player enters within 110m of those coordinates the script is activated on them and all zombies in 110m are deleted every 4 seconds. And you can add as many zombie free zones as you want. Just add another sensor with the coordinates for each one. And adjust 110m to whatever radius you want. I would not recommend using > 200m radius because constantly checking an area larger than that for all CAManBase every 4 seconds can cause lag.
This is probably too old, and you either figured it out or gave up on it, but did you put SAR_nuke_zeds.sqf in a folder called nukezeds inside another folder called custom? If not, that's your problem.Is this working for anyone? Can't seem to get it working.
This is the line in my init file:
[[11463.747,317.3078,11349.89],150] execVM "custom\nukezeds\SAR_nuke_zeds.sqf";
I used the same coordinates that I use for my survivor safe zone (http://www.opendayz.net/threads/guide-creating-safezones.9014/), with the same size.
if (! isPlayer _x) then {
deleteVehicle _x;
};