Safezone

Instead of _zombie setDamage 1;

use:

deleteVehicle _zombie;

Would be better, as there's no additional bodies to clear up (less lag) and no cheaters hanging around just to loot the already dead zeds!

I'm actually going to be adding a safe trading zone with no shooting and no zeds to my server by the end of next week, so I'll probably post it up here if I remember.

What would be the execution command for this trigger?= Maybe st like this???
Code:
{{deleteVehicle _zombie} foreach crew _zombie; deleteVehicle _zombie} foreach thislist

i tried
Code:
 {deleteVehicle _zombie} forEach thisList;
but it does nothing

When a player logs out from the server in my arma2oaserver.RPT following occurs:
Code:
20:40:08 "Second Hand Zombie Initialized: [[11360.5,11331.7,0.000823975],Agent 0x1bb90080,true]"
20:40:08 "CLEANUP: DELETE UNCONTROLLED ZOMBIE: z_hunter OF: Agent 0x1bb90080"
20:40:08 "Second Hand Zombie Initialized: [[11438.2,11290.5,0.00177002],Agent 0x1fd66080,true]"
20:40:08 "CLEANUP: DELETE UNCONTROLLED ZOMBIE: z_villager3 OF: Agent 0x1fd66080"
20:40:08 "Second Hand Zombie Initialized: [[11509.4,11337.5,0.00164795],Agent 0x1fd70080,true]"
20:40:08 "CLEANUP: DELETE UNCONTROLLED ZOMBIE: z_hunter OF: Agent 0x1fd70080"
20:40:08 "Second Hand Zombie Initialized: [[11479.2,11324.5,0.00146484],Agent 0x1fd7a080,true]"
20:40:08 "CLEANUP: DELETE UNCONTROLLED ZOMBIE: z_hunter OF: Agent 0x1fd7a080"
20:40:08 "Second Hand Zombie Initialized: [[11565.8,11326.5,0.00146484],Agent 0x1fd84080,true]"
20:40:08 "CLEANUP: DELETE UNCONTROLLED ZOMBIE: z_teacher OF: Agent 0x1fd84080"

But what i want to do is deleting "still controlled" - Zeds serverside in a certain location

So do i have to make a "deleteVehicle" command for every single model, like for example
Code:
{deleteVehicle _z_hunter} forEach thisList;
 
{deleteVehicle _z_teacher} forEach thisList;

It would be better to be able to delete the whole faction "zombie", but havent found the definition for it in dayz Code yet...
 
Anyway I tried to use your script, the only problem is that I have 3 bases which I want to protect.

But always there is only one Base a Savezone in the other two I can always shoot on anyone. Its always the first trigger who works the other not (changed coordinates of markers to test it).

Maybe you can have a look and find the error :/

Code:
class Item3
        {
            position[]={4069.8455,365.19922,11661.84};
            a=140;
            b=140;
            activationBy="ANY";
            repeating=1;
            interruptable=1;
            age="UNKNOWN";
            text="Basis_West";
            name="Basis_West";
            expActiv="if (playerSide == WEST) then {[Basis_West] execVM ""safezone.sqf""};";
            class Effects
            {
            };
        };
        class Item4
        {
            position[]={11469.787,317.32358,11356.751};
            a=140;
            b=140;
            activationBy="ANY";
            repeating=1;
            interruptable=1;
            age="UNKNOWN";
            text="Basis_East";
            name="Basis_East";
            expActiv="if (playerSide == EAST) then {[Basis_East] execVM ""safezone.sqf""};";
            class Effects
            {
            };
        };
          class Item5
        {
            position[]={6345.6113,306.13721,7808.5073};
            a=140;
            b=140;
            activationBy="ANY";
            repeating=1;
            interruptable=1;
            age="UNKNOWN";
            text="Basis_South";
            name="Basis_South";
            expActiv="if (playerSide == South) then {[Basis_South] execVM ""safezone.sqf""};";
            class Effects
            {
            };

Thanks in advance!
 
While I have no idea how to fix the problem, have you tried making 3 safezone.sqf's and naming them for the bases they protect? - Just curious to see if that works... perhaps as a temporary solution.
 
While I have no idea how to fix the problem, have you tried making 3 safezone.sqf's and naming them for the bases they protect? - Just curious to see if that works... perhaps as a temporary solution.

Yes that was exactly my first idea, too.

Unfortunately it doesn't fix it :(

I'm out of ideas at the moment
 
Anyway I tried to use your script, the only problem is that I have 3 bases which I want to protect.

But always there is only one Base a Savezone in the other two I can always shoot on anyone. Its always the first trigger who works the other not (changed coordinates of markers to test it).

Maybe you can have a look and find the error :/

Code:
class Item3
        {
            position[]={4069.8455,365.19922,11661.84};
            a=140;
            b=140;
            activationBy="ANY";
            repeating=1;
            interruptable=1;
            age="UNKNOWN";
            text="Basis_West";
            name="Basis_West";
            expActiv="if (playerSide == WEST) then {[Basis_West] execVM ""safezone.sqf""};";
            class Effects
            {
            };
        };
        class Item4
        {
            position[]={11469.787,317.32358,11356.751};
            a=140;
            b=140;
            activationBy="ANY";
            repeating=1;
            interruptable=1;
            age="UNKNOWN";
            text="Basis_East";
            name="Basis_East";
            expActiv="if (playerSide == EAST) then {[Basis_East] execVM ""safezone.sqf""};";
            class Effects
            {
            };
        };
          class Item5
        {
            position[]={6345.6113,306.13721,7808.5073};
            a=140;
            b=140;
            activationBy="ANY";
            repeating=1;
            interruptable=1;
            age="UNKNOWN";
            text="Basis_South";
            name="Basis_South";
            expActiv="if (playerSide == South) then {[Basis_South] execVM ""safezone.sqf""};";
            class Effects
            {
            };

Thanks in advance!

Change items=4; to items=6;
 
Thanks for your help, but I finally made it with some help of a friend ;)

You've got to change this code for Item4 and 5
Code:
 expActiv="if (playerSide == EAST)

to this

Code:
 expActiv="if (playerSide == WEST)

Then every three of them triggers fine!

Thanks a lot, I also fixed the script restriction and everything is working now. Working on a solution for the Zed problem now.

If anyone is interested in a guide I will make one ;)

Regards

kikyou2
 
Thanks for your help, but I finally made it with some help of a friend ;)

You've got to change this code for Item4 and 5
Code:
 expActiv="if (playerSide == EAST)

to this

Code:
 expActiv="if (playerSide == WEST)

Then every three of them triggers fine!

Thanks a lot, I also fixed the script restriction and everything is working now. Working on a solution for the Zed problem now.

If anyone is interested in a guide I will make one ;)

Regards

kikyou2
In a guide to fix the zed prob? ;)
 
Will this work ??

class Item0
{
position[]={4053.8501,364.76645,11668.645};
a=140;
b=140;
activationBy="WEST";
repeating=1;
interruptable=1;
age="UNKNOWN";
name="zonebash";
text="zonebash";
expCond="(player distance zonebash) < 50;";
expActiv="TitleText[""Now entering trader city Bash"",""PLAIN DOWN""]; placevault = false;if (playerSide == WEST) then {[zonebash] execVM ""safezone.sqf""};";
expDesactiv="TitleText[""Now leaving trader city Bash"",""PLAIN DOWN""]; placevault = true;";
class Effects
{
soundDet="arabian_market_1";
};
};
 
Hi again

How do i make so that players that shots after players inside the safezone don't die but loses there weapons

PHP:
    _EH_Fired  = vehicle player addEventHandler ["Fired", { NearestObject [_this select 0,_this select 4] setPos[0,0,0]}];
    _EH_Hit    = vehicle player addEventHandler ["Hit",  {_this select 1 setdammage 1; player setDammage 0; vehicle player setDammage 0}];
    _EH_Killed = vehicle player addEventHandler ["Killed",{_this select 1 setdammage 1}];

I got this from an adminbase script, just don't know where to put it.

PHP:
removeAllWeapons player;
 
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