I would use a sensor in the mission.sqm
Make a new file in mission.pbo called skalistydie.sqf with this in it:
Code:
titleText ["Warning this area is out of bounds. If you do not turn back you will be killed.", "PLAIN DOWN", 3];
sleep 5;
titleText ["this is no joke", "PLAIN DOWN", 3];
removeAllWeapons player;
sleep 10;
titleText ["goodbye", "PLAIN DOWN", 3];
player setDamage 1;
};
Pretty simple to figure out, tells them to go away. If they don't it takes away all their stuff... if they still don't leave it auto kills them.
Then in your mission.sqm you need a sensor that looks like:
Code:
class Sensors
{
items=1;
class Item0
{
position[]={put coords of middle of skalisty NOT database cords... editor coords};
a=600;
b=500;
activationBy="west";
repeating=1;
interruptable=1;
age="UNKNOWN";
name="Skalisty";
expCond="(vehicle player) in thislist;";
expActiv="Skalisty = [] execVM ""skalistydie.sqf"";";
expDesactiv="terminate Skalisty; titleText [""Thankyou for turning back from skalisty island"", ""PLAIN DOWN"", 3];";
class Effects
{
titleType="TEXT";
titleEffect="PLAIN DOWN";
title="If you see this, the skalistydie.sqf is not working right but the sensor is!!";
};
};
};
Change the position to the middle of skalisty (need to get map editor coords not database ones. )
Change the a= and b= to w/e size the zone of skalitsy needs to be... not sure what the distances are just keep increasing decreasing until it covers skalisty but doesnt kick people on mainland