then use infistar safezone script:
http://pastebin.com/ht7djVGH#
Like mentioned in the first post here
http://pastebin.com/ht7djVGH#
Like mentioned in the first post here
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if your referring to the wholesalers, Boat dealers etc replace the sensors section in mission.SQM with thisHow would I go about adding safezones for the small traders? My player base wants them. I've looked through all the files and I can't see where any world coordinates are.
class Sensors
{
items=10;
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="[""trader city Stary"",true,""enter""] spawn player_traderCity;";
expDesactiv="[""trader city Stary"",true,""leave""] spawn player_traderCity;";
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="[""trader city Bash"",true,""enter""] spawn player_traderCity;";
expDesactiv="[""trader city Bash"",true,""leave""] spawn player_traderCity;";
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="[""trader city Klen"",true,""enter""] spawn player_traderCity;";
expDesactiv="[""trader city Klen"",true,""leave""] spawn player_traderCity;";
class Effects
{
};
};
class Item3
{
position[]={1606.6443,289.70795,7803.5156};
a=100;
b=100;
activationBy="WEST";
repeating=1;
interruptable=1;
age="UNKNOWN";
name="zonebandit";
expCond="(player distance zonebandit) < 100;";
expActiv="[""Bandit Trader"",false,""enter""] spawn player_traderCity;";
expDesactiv="[""Bandit Trader"",false,""leave""] spawn player_traderCity;";
class Effects
{
};
};
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[]={4361.4937,3,2259.9526};
a=10;
b=10;
activationBy="WEST";
repeating=1;
interruptable=1;
age="UNKNOWN";
name="wholesaleSouthtrader";
expCond="(player distance wholesaleSouthtrader) < 10;";
expActiv="canbuild = false;";
expDesactiv="canbuild = true;";
class Effects
{
};
};
class Item6
{
position[]={13532.614,3.0083523,6355.9497};
a=10;
b=10;
activationBy="WEST";
repeating=1;
interruptable=1;
age="UNKNOWN";
name="boatTraderEast2";
expCond="(player distance boatTraderEast2) < 10;";
expActiv="canbuild = false;";
expDesactiv="canbuild = true;";
class Effects
{
};
};
class Item7
{
position[]={7989.3354,0.30462033,2900.9946};
a=10;
b=10;
activationBy="WEST";
repeating=1;
interruptable=1;
age="UNKNOWN";
name="BoatDealerSouth2";
expCond="(player distance BoatDealerSouth2) < 10;";
expActiv="canbuild = false;";
expDesactiv="canbuild = true;";
class Effects
{
};
};
class Item8
{
position[]={12060.471,158.85699,12638.533};
a=10;
b=10;
activationBy="WEST";
repeating=1;
interruptable=1;
age="UNKNOWN";
name="AirVehicles2";
expCond="(player distance AirVehicles2) < 10;";
expActiv="canbuild = false;";
expDesactiv="canbuild = true;";
class Effects
{
};
};
class Item9
{
position[]={13441.16,1.1406164,5429.3013};
a=10;
b=10;
activationBy="WEST";
repeating=1;
interruptable=1;
age="UNKNOWN";
name="BoatDealerEast2";
expCond="(player distance BoatDealerEast2) < 10;";
expActiv="canbuild = false;";
expDesactiv="canbuild = true;";
class Effects
{
};
};
};
nice ill check the code out and make some changes so it works with admin tools (the repack has same bug ididnt even know! thanks for pointing it out!)I tested this script today at a development server, i found 2 problems with it that i would like to share.
This does not go well together with Epoch-admin-tools(https://github.com/noxsicarius/Epoch-Admin-Tools)
when an admin enters safesone and leaves, his godmode is off(if he had it on when he entered) and he can not put it back on before the 2 mins. How did you solve this in your repack?
I read through the files and found the AGN_safeZoneAntispam = false; option, in the scripts condition setting this to false stops you from getting godmode at all when entering. ive changed the scipt so it works with the option set to false. This way i can atleast put godmode on when i leave trader.
I have commented out some things so you can se what i removed.
Let me know what you think.
http://pastebin.com/nwPJAnAU
if ( AGN_safeZoneGodmode ) then{
//turn god mode off early just in case!
player_zombieCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieCheck.sqf";
fnc_usec_damageHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandler.sqf";
_thePlayer addEventHandler ["handleDamage", {true}];
_thePlayer removeAllEventHandlers "handleDamage";
_thePlayer allowDamage true;
//check if anti spam is on
if (AGN_safeZoneAntispam )then{
//check if player has entered safezone recently
if (AGN_enteredSafezone) then{
[] execVM "scripts\CAGN\agn_timer.sqf";
};
};
};
if ( AGN_safeZoneGodmode ) then{
if(ADMINGODMODE)then{
//do nothing
}else{
//turn god mode off early just in case!
player_zombieCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieCheck.sqf";
fnc_usec_damageHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandler.sqf";
_thePlayer addEventHandler ["handleDamage", {true}];
_thePlayer removeAllEventHandlers "handleDamage";
_thePlayer allowDamage true;
//check if anti spam is on
if (AGN_safeZoneAntispam )then{
//check if player has entered safezone recently
if (AGN_enteredSafezone) then{
[] execVM "scripts\CAGN\agn_timer.sqf";
};
};
};
};
ADMINGODMODE = true;
player_zombieCheck = {};
ADMINGODMODE = false;
player allowDamage true;
hers a fix for the admin tools issue
.....
.....
this should stop the safezone script turning godmode off
it shouldnt affect itConfirmed. (with AGN_safeZoneAntispam = false; dont know if the true part will change anything wil check later)
CAGN dosnt support infistar in anyway, if you have issues with infistar please dont post them here start a new threadThere are some issues we're experiencing with the Infistar safe zones.
1. Can't see the inventory quantity numbers on vehicles when within the safe zone.
2. Had two reported instances of people passing out from overburden or low blood and were forced to drop themselves, when they logged back in they'd been teleported K's away to where they were some time before.
3. Some people have noticed when hopping into a vehicle to move stuff into it's inventory their whole inventory is stripped like they'd combat logged, all ammo, bandages etc was missing. 3 recorded instances of this so far.
I've emailed Chris the creator of Infistar to ask him about it, I'll post back with the information I get.
He has also released a newer version that resolved the gmdadmin bans.
good question ... i dont really know what AH support CAGNWell I was actually thinking of switching to CAGN due to those issues, but since you don't support Infistar what AH do you recommend that you do work with?
did you teleport there? that always breaks it for mesafezone stopped working at air dealer