Need help with adding protective dome area for bases.

i keep getting stuck at the loading screen and i'v read all these post could some one help me
------------------------------------------------------------------------------------------------------------------------------
Code:
mission.sqm
 
        class Item1
        {
            side="LOGIC";
            class Vehicles
            {
                items=1;
                class Item0
                {
                    position[]={708.96582,35.858719,3533.1272};
                    id=50;
                    side="LOGIC";
                    vehicle="FunctionsManager";
                    leader=1;
                    lock="UNLOCKED";
                    skill=0.60000002;
                };
            };
        };
    };
class Sensors
    {
        items=1;
        class Item0
        {
            position[]={11401.1,11371.1,0.001};
            a=200;
            b=200;
            activationBy="ANY";
            repeating=1;
            interruptable=1;
            age="UNKNOWN";
            name="dome";
            expCond="(vehicle player) in thislist;";
            expActiv="dome = [] execVM ""dome.sqf"";";
            expDesactiv="terminate dome; titleText [""You have left the Admin Dome."", ""PLAIN DOWN"", 3];";
            class Effects
                  {
                  };
        };
    };
class Markers
    {
        items=17;
        class Item0
        {
            position[]={7839.6055,381.33774,8414.7324};
            name="center";
            type="Empty";
        };
        class Item1
        {
            position[]={-18697.58,379.53012,25815.256};
            name="respawn_west";
            type="Empty";
        };
        class Item2
        {
            position[]={4932.3345,0.39950246,1989.1094};
            name="spawn0";
            type="Empty";
        };
        class Item3
        {
            position[]={2236.0391,0.63119155,1923.3735};
            name="spawn1";
            type="Empty";
        };
        class Item4
        {
            position[]={8738.1328,0.45720705,2122.1082};
            name="spawn2";
            type="Empty";
        };
        class Item5
        {
            position[]={10909.267,0.57597214,2422.3096};
            name="spawn3";
            type="Empty";
        };
        class Item6
        {
            position[]={13510.764,0.44504455,5249.3027};
            name="spawn4";
            type="Empty";
        };
        class Item7
        {
            position[]={6326.4805,304.99265,7809.4888};
            name="Tradercitystary";
            text="Trader City Stary";
            type="mil_circle";
            colorName="ColorBlack";
        };
        class Item8
        {
            position[]={4361.4937,3,2259.9526};
            name="wholesaleSouth";
            text="Wholesaler";
            type="mil_dot";
            colorName="ColorBlack";
        };
        class Item9
        {
            position[]={13532.614,3.0083523,6355.9497};
            name="boatTraderEast";
            text="Wholesaler";
            type="mil_dot";
            colorName="ColorBlack";
        };
        class Item10
        {
            position[]={7989.3354,0.30462033,2900.9946};
            name="BoatDealerSouth";
            text="Boat Dealer";
            type="mil_dot";
            colorName="ColorBlack";
        };
        class Item11
        {
            position[]={12060.471,158.85699,12638.533};
            name="AirVehicles";
            text="Aircraft Dealer";
            type="mil_dot";
            colorName="ColorGreen";
        };
        class Item12
        {
            position[]={1606.6443,289.70795,7803.5156};
            name="BanditDen";
            text="Bandit Camp";
            type="mil_dot";
            colorName="ColorRed";
        };
        class Item13
        {
            position[]={11447.91,317.27109,11364.536};
            name="Klen";
            text="Trader City Klen";
            type="mil_circle";
            colorName="ColorGreen";
        };
        class Item14
        {
            position[]={13441.16,1.1406164,5429.3013};
            name="BoatDealerEast";
            text="Boat Dealer";
            type="mil_dot";
            colorName="ColorBlack";
        };
        class Item15
        {
            position[]={4064.2258,365.13501,11665.938};
            name="TradercityBash";
            text="Trader City Bash";
            type="mil_circle";
            colorName="ColorBlack";
        };
        class Item16
        {
            position[]={12944.227,210.19823,12766.889};
            name="HeroTrader";
            text="Hero Camp";
            type="mil_dot";
            colorName="ColorBlue";
        };
    };
    class Sensors
    {
        items=3;
        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 Stary"",""PLAIN DOWN""]; canbuild = false;";
            expDesactiv="TitleText[""Now leaving trader city Stary"",""PLAIN DOWN""]; canbuild = true;";
            class Effects
            {
            };
        };
        class Item1
        {
            position[]={4063.4226,365.00577,11664.19};
            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 Bash"",""PLAIN DOWN""]; canbuild = false;";
            expDesactiv="TitleText[""Now leaving trader city Bash"",""PLAIN DOWN""]; canbuild = true;";
            class Effects
            {
            };
        };
        class Item2
        {
            position[]={11447.472,317.26886,11364.504};
            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 Klen"",""PLAIN DOWN""]; canbuild = false;";
            expDesactiv="TitleText[""Now leaving trader city Klen"",""PLAIN DOWN""]; canbuild = true;";
            class Effects
            {
            };
        };
    };
};
class Intro
{
    addOns[]=
    {
        "chernarus"
    };
    addOnsAuto[]=
    {
        "chernarus"
    };
    randomSeed=6913869;
    class Intel
    {
        startWeather=0.25;
        forecastWeather=0.25;
        year=2008;
        month=10;
        day=11;
        hour=9;
        minute=20;
    };
};
class OutroWin
{
    addOns[]=
    {
        "chernarus"
    };
    addOnsAuto[]=
    {
        "chernarus"
    };
    randomSeed=4081731;
    class Intel
    {
        startWeather=0.25;
        forecastWeather=0.25;
        year=2008;
        month=10;
        day=11;
        hour=9;
        minute=20;
    };
};
class OutroLoose
{
    addOns[]=
    {
        "chernarus"
    };
    addOnsAuto[]=
    {
        "chernarus"
    };
    randomSeed=4975929;
    class Intel
    {
        startWeather=0.25;
        forecastWeather=0.25;
        year=2008;
        month=10;
        day=11;
        hour=9;
        minute=20;
    };
};
-----------------------------------------------------------------------------------------------------------------------------
Code:
dome.sqf
 
// Dome
if ((getPlayerUID player) in ["****"] , ["****"] , ["****"] , ["****"]) exitWith {
titleText ["Welcome to the Admin Dome!", "PLAIN DOWN", 3];
};
// Everyone Else
titleText ["This dome is an Admin-only area, please leave immediately.", "PLAIN DOWN", 3];
sleep 5;
titleText ["If you do not turn back you will be killed.", "PLAIN DOWN", 3];
sleep 5;
titleText ["You have 10 seconds!", "PLAIN DOWN", 3];
sleep 5;
titleText ["You must leave now!", "PLAIN DOWN", 3];
sleep 5;
titleText ["You were warned!", "PLAIN DOWN", 3];
sleep 3;
player setDamage 1;
-----------------------------------------------------------------------------------------------------------------------------
 

machine

Well-Known Member
Here is another approach to domes that I have been using. this will teleport users out of the dome. You will need to turn off the built in anti-teleport in dayz. I should mention this is not my code I got it from here and did a little tweaking to make it work for my needs. This also places a marker on the map so people know its a protected area. So you will need to update the 2 spots that say "location here"

Code:
waituntil{player == player};
waitUntil {!isNil "bis_fnc_init"};
 
AllowedPlayersArray = ["playeridhere","playeridhere",];
 
_condition = "(vehicle player) in thislist";
_activation = "
        if ((getPlayerUID player) in AllowedPlayersArray) then {
            titleText [""You are cleared to stay...  Welcome back to camp."", ""PLAIN DOWN"", 3];
        }else{
            cuttext ["""",""PLAIN DOWN""];
            _directionto = [(trigger1),(vehicle player)] call BIS_fnc_dirTo;
            if(_directionto < 0) then {_directionto = _directionto + 360};
            _positionPlayer = getposATL vehicle player;
            _setNewPos = [trigger1, (400 + 1), _directionto] call BIS_fnc_relPos;
            _setNewPos set [2,(_positionPlayer select 2)];
            vehicle player setPos _setNewPos;
            _velo = (velocity (vehicle player));
            _velo set[0,(((_velo select 0) / 3) * -1)];
            _velo set[1,(((_velo select 1) / 3) * -1)];
            vehicle player setVelocity _velo;
            deleteVehicle _zombie;
        };
        hintsilent ""Entering Trigger"";
";
_deactivation = "hintsilent ""YOU HAVE BEEN TELEPORTED OUT OF A PROTECTED DOME""; cuttext ["""",""PLAIN DOWN""];";
 
_trigger_0 = createTrigger ["EmptyDetector", [Location here]]; 
_trigger_0 setTriggerActivation ["ANY", "PRESENT", true];
_trigger_0 setTriggerArea [100, 100, 0, false];
_trigger_0 setTriggerType "SWITCH";
_trigger_0 setTriggerText "Trigger1";
_trigger_0 setTriggerStatements [_condition, _activation, _deactivation];
trigger1 = _trigger_0;
 
_marker_0 = createMarker ["triggermarker_1", [Locationhere]];
_marker_0 setMarkerText "Protected camp Do not enter";
_marker_0 setMarkerShape "ELLIPSE";
_marker_0 setMarkerType "mil_objective";
_marker_0 setMarkerBrush "Border";
_marker_0 setMarkerSize [100, 100];
marker1 = _marker_0;
 
// Player Position Marker //
[] spawn {
    private ["_pos", "_mkr"];
    _pos = getPos player;
    PName = "You";
    _mkr = createMarkerLocal [format ["Plr%1%2", _pos select 0, _pos select 1], [(_pos select 0) + 20, _pos select 1, 0]];
    _mkr setMarkerTypeLocal "waypoint";
    _mkr setMarkerSizeLocal [0.5,0.5];
    _mkr setMarkerColorLocal "ColorBlue";
    _mkr setMarkerTextLocal format ["%1", name player];
    _mkr setMarkerTextLocal PName;
 
    [player, _mkr] spawn {
        private ["_obj", "_marker"];
        _obj = _this select 0;
        _marker = _this select 1;
        while {(alive _obj)} do {
            _marker setMarkerPosLocal (getPos _obj);
            sleep 0.05;
        };
    };
};



To execute the code put this in the init.sqf "[] ExecVM "camp.sqf";" thanks and good luck!
 
Here is another approach to domes that I have been using. this will teleport users out of the dome. You will need to turn off the built in anti-teleport in dayz. I should mention this is not my code I got it from here and did a little tweaking to make it work for my needs. This also places a marker on the map so people know its a protected area. So you will need to update the 2 spots that say "location here"

Code:
waituntil{player == player};
waitUntil {!isNil "bis_fnc_init"};
 
AllowedPlayersArray = ["playeridhere","playeridhere",];
 
_condition = "(vehicle player) in thislist";
_activation = "
        if ((getPlayerUID player) in AllowedPlayersArray) then {
            titleText [""You are cleared to stay...  Welcome back to camp."", ""PLAIN DOWN"", 3];
        }else{
            cuttext ["""",""PLAIN DOWN""];
            _directionto = [(trigger1),(vehicle player)] call BIS_fnc_dirTo;
            if(_directionto < 0) then {_directionto = _directionto + 360};
            _positionPlayer = getposATL vehicle player;
            _setNewPos = [trigger1, (400 + 1), _directionto] call BIS_fnc_relPos;
            _setNewPos set [2,(_positionPlayer select 2)];
            vehicle player setPos _setNewPos;
            _velo = (velocity (vehicle player));
            _velo set[0,(((_velo select 0) / 3) * -1)];
            _velo set[1,(((_velo select 1) / 3) * -1)];
            vehicle player setVelocity _velo;
            deleteVehicle _zombie;
        };
        hintsilent ""Entering Trigger"";
";
_deactivation = "hintsilent ""YOU HAVE BEEN TELEPORTED OUT OF A PROTECTED DOME""; cuttext ["""",""PLAIN DOWN""];";
 
_trigger_0 = createTrigger ["EmptyDetector", [Location here]];
_trigger_0 setTriggerActivation ["ANY", "PRESENT", true];
_trigger_0 setTriggerArea [100, 100, 0, false];
_trigger_0 setTriggerType "SWITCH";
_trigger_0 setTriggerText "Trigger1";
_trigger_0 setTriggerStatements [_condition, _activation, _deactivation];
trigger1 = _trigger_0;
 
_marker_0 = createMarker ["triggermarker_1", [Locationhere]];
_marker_0 setMarkerText "Protected camp Do not enter";
_marker_0 setMarkerShape "ELLIPSE";
_marker_0 setMarkerType "mil_objective";
_marker_0 setMarkerBrush "Border";
_marker_0 setMarkerSize [100, 100];
marker1 = _marker_0;
 
// Player Position Marker //
[] spawn {
    private ["_pos", "_mkr"];
    _pos = getPos player;
    PName = "You";
    _mkr = createMarkerLocal [format ["Plr%1%2", _pos select 0, _pos select 1], [(_pos select 0) + 20, _pos select 1, 0]];
    _mkr setMarkerTypeLocal "waypoint";
    _mkr setMarkerSizeLocal [0.5,0.5];
    _mkr setMarkerColorLocal "ColorBlue";
    _mkr setMarkerTextLocal format ["%1", name player];
    _mkr setMarkerTextLocal PName;
 
    [player, _mkr] spawn {
        private ["_obj", "_marker"];
        _obj = _this select 0;
        _marker = _this select 1;
        while {(alive _obj)} do {
            _marker setMarkerPosLocal (getPos _obj);
            sleep 0.05;
        };
    };
};



To execute the code put this in the init.sqf "[] ExecVM "camp.sqf";" thanks and good luck!
how do u remove the marker
 

machine

Well-Known Member
remove this part.
Code:
_marker_0 = createMarker ["triggermarker_1", [Locationhere]];
_marker_0 setMarkerText "Protected camp Do not enter";
_marker_0 setMarkerShape "ELLIPSE";
_marker_0 setMarkerType "mil_objective";
_marker_0 setMarkerBrush "Border";
_marker_0 setMarkerSize [100, 100];
marker1 = _marker_0;
 
Here is another approach to domes that I have been using. this will teleport users out of the dome. You will need to turn off the built in anti-teleport in dayz. I should mention this is not my code I got it from here and did a little tweaking to make it work for my needs. This also places a marker on the map so people know its a protected area. So you will need to update the 2 spots that say "location here"

Code:
waituntil{player == player};
waitUntil {!isNil "bis_fnc_init"};
 
AllowedPlayersArray = ["playeridhere","playeridhere",];
 
_condition = "(vehicle player) in thislist";
_activation = "
        if ((getPlayerUID player) in AllowedPlayersArray) then {
            titleText [""You are cleared to stay...  Welcome back to camp."", ""PLAIN DOWN"", 3];
        }else{
            cuttext ["""",""PLAIN DOWN""];
            _directionto = [(trigger1),(vehicle player)] call BIS_fnc_dirTo;
            if(_directionto < 0) then {_directionto = _directionto + 360};
            _positionPlayer = getposATL vehicle player;
            _setNewPos = [trigger1, (400 + 1), _directionto] call BIS_fnc_relPos;
            _setNewPos set [2,(_positionPlayer select 2)];
            vehicle player setPos _setNewPos;
            _velo = (velocity (vehicle player));
            _velo set[0,(((_velo select 0) / 3) * -1)];
            _velo set[1,(((_velo select 1) / 3) * -1)];
            vehicle player setVelocity _velo;
            deleteVehicle _zombie;
        };
        hintsilent ""Entering Trigger"";
";
_deactivation = "hintsilent ""YOU HAVE BEEN TELEPORTED OUT OF A PROTECTED DOME""; cuttext ["""",""PLAIN DOWN""];";
 
_trigger_0 = createTrigger ["EmptyDetector", [Location here]];
_trigger_0 setTriggerActivation ["ANY", "PRESENT", true];
_trigger_0 setTriggerArea [100, 100, 0, false];
_trigger_0 setTriggerType "SWITCH";
_trigger_0 setTriggerText "Trigger1";
_trigger_0 setTriggerStatements [_condition, _activation, _deactivation];
trigger1 = _trigger_0;
 
_marker_0 = createMarker ["triggermarker_1", [Locationhere]];
_marker_0 setMarkerText "Protected camp Do not enter";
_marker_0 setMarkerShape "ELLIPSE";
_marker_0 setMarkerType "mil_objective";
_marker_0 setMarkerBrush "Border";
_marker_0 setMarkerSize [100, 100];
marker1 = _marker_0;
 
// Player Position Marker //
[] spawn {
    private ["_pos", "_mkr"];
    _pos = getPos player;
    PName = "You";
    _mkr = createMarkerLocal [format ["Plr%1%2", _pos select 0, _pos select 1], [(_pos select 0) + 20, _pos select 1, 0]];
    _mkr setMarkerTypeLocal "waypoint";
    _mkr setMarkerSizeLocal [0.5,0.5];
    _mkr setMarkerColorLocal "ColorBlue";
    _mkr setMarkerTextLocal format ["%1", name player];
    _mkr setMarkerTextLocal PName;
 
    [player, _mkr] spawn {
        private ["_obj", "_marker"];
        _obj = _this select 0;
        _marker = _this select 1;
        while {(alive _obj)} do {
            _marker setMarkerPosLocal (getPos _obj);
            sleep 0.05;
        };
    };
};



To execute the code put this in the init.sqf "[] ExecVM "camp.sqf";" thanks and good luck!
------------------------------------------------------------------------------------------------------------------------------
this code didn't work for me
 

Matt L

OpenDayZ Rockstar!
------------------------------------------------------------------------------------------------------------------------------
this code didn't work for me
My warpzone github has a UID protected version that some people have been using as domes...if you want to go that route
 
Installing it..
There's no real specification of what dome.sqf consist of, or where to get it if even that..
the way he made it sound is like your supposed to pull it from a pbo, but where?
then the actual installation into the Mission.sqm is super broken as well.
 

machine

Well-Known Member
do you have a mission pbo and a location where you would like the dome? I can add it in for you in a few minutes if you need.
 
Sweet :) see, why cant things be that simple :p they try to make it much more complicated..

So out of this piece of code what do i delete out? just what i have commented out? or is there a bracket missing?

Mission.SQM -
Code:
[LIST=1]
[*]        class Item4
[*]        {
[*]            position[]={12944.227,210.19823,12766.889};
[*]            a=100;
[*]            b=100;
[*]            activationBy="WEST";
[*]            repeating=1;
[*]            interruptable=1;
[*]            age="UNKNOWN";
[*]            name="zonehero";
[*]            expCond="(player distance zonehero) < 100;";
[*]            expActiv="[""Hero Trader"",false,""enter""] spawn player_traderCity;";
[*]            expDesactiv="[""Hero Trader"",false,""leave""] spawn player_traderCity;";
[*]            class Effects
[*]            {
[*]            };
[*]        };
[*]                class Item5
[*]        {
[*]            position[]={6540.61,0,9326.08};
[*]            a=100;
[*]            b=100;
[*]            activationBy="ANY";
[*]            repeating=1;
[*]            interruptable=1;
[*]            age="UNKNOWN";
[*]            name="Shooting_Range";
[*]            expCond="(player distance Shooting_Range) < 100;";
[*]            expActiv="[""Shooting_Range"",false,""enter""] spawn player_traderCity;";
[*]            expDesactiv="[""Shooting_Range"",false,""leave""] spawn player_traderCity;";
[*]            class Effects
[*]            {
[*]            };
[*]        };
[*]//class Item6
[*]//{
[*]//position[]={7530.35,0,3513.3};
[*]//a=130;
[*]//b=97;
[*]//rectangular=1
[*]//activationBy="WEST";
[*]//repeating=1;
[*]//interruptable=1;
[*]//age="UNKNOWN";
[*]//name="dome";
[*]//expCond="(vehicle player) in thislist;";
[*]//expActiv="dome = [] execVM ""Scripts\dome.sqf"";";
[*]//expDesactiv="terminate dome; titleText [""You've left the dome"", ""PLAIN DOWN"", 3];";
[*]//class Effects
[*]//{
[*]//};
[*]//};
[*]    };
[*]};
[*]class Intro
[*]{
[*]    addOns[]=
[*]    {
[*]        "chernarus"
[*]    };
[*]    addOnsAuto[]=
[*]    {
[*]        "chernarus"
[*]    };
[*]    randomSeed=6913869;
[*]    class Intel
[*]    {
[*]        startWeather=0.25;
[*]        forecastWeather=0.25;
[*]        year=2008;
[*]        month=10;
[*]        day=11;
[*]        hour=9;
[*]        minute=20;
[*]    };
[*]};
[/LIST]

Don't mind the stars, those are from pasting it from pastebin to here lol
 

machine

Well-Known Member
you could leave it the same since its commented out but if i remeber right.... been awhile since playing with arma 2.... the item at the top should list how many class items you have i.e. item = 10 there should be 10 things.

soooo if you delete what is commented out then you need to update the item=3 to item=2 may not matter but if we are going for clean might as well make it clean.
 

machine

Well-Known Member
I never relied on battleeye to kick people on my servers. you can research how to fix the restriction or do like i did and use an anti-cheat and left the scripts.txt blank. I never took the time to care what battle eye scripts needed update becuase battle eye never did anything for me vs script kiddies.
 
I never relied on battleeye to kick people on my servers. you can research how to fix the restriction or do like i did and use an anti-cheat and left the scripts.txt blank. I never took the time to care what battle eye scripts needed update becuase battle eye never did anything for me vs script kiddies.
Agreed. In your battleye folder, delete all the .txt files EXCEPT bans.txt (if it exists, it might not). That fixes all your battleye kicks. Those script restrictions make it difficult for server admins while it does not affect hackers because they have a battleye bypass.
 
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