Brun

[BRAma] No Debug Zone

18 posts in this topic

Hi,

Some community created maps have what is commonly known as the 'Debug Zone' specifically on Chernarus and Esseker

This can be exploited in a number of ways including but not limited to

1. Farming Vehicles
2. Leaving Vehicles FAR out there as 'safe  storage'
3. Sniping into bases at edge of map ( and possibly bugging into the terrain )

The below script is a simple way to warn, warn again and then punish players who do not stay out of the debug zone.

By default players will receive 1 warning then a second warning then they will be struck down by the gods.

Configurable Options

This will count as the timer between iterations and the timer before someone is considered inside the debug zone
BRAma_noDebugZoneTime = 30;

The time before a final warning message is sent if player remains in debug zone
BRAma_noDebugZoneWarningTime = BRAma_noDebugZoneTime / 2;

//Warnings and Messages
These can be adjusted as per your tastes

https://github.com/Brunzor/BRAma/tree/master/Exile/NoDebugZone

Good Luck Debug Farmers :)

 

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Hey,

Works fine, but people get the warning message when connecting to the server.

Any fix to prevent the warnings upon logging in?

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9 minutes ago, C][G GhostTown™ said:

Hey,

Works fine, but people get the warning message when connecting to the server.

Any fix to prevent the warnings upon logging in?

Hi,

i think it needs a check to make sure player isalive before it starts punishing noobs.

try putting the below before it does the spawn otherwise it might need to be added to the if statements

waitUntil { alive player };

if it works let me know ill update git

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Gave it a try,

As soon as people login they are getting killed(knocked out message)

and than dying shortly after the countdown has finished.

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On 2/18/2016 at 1:24 AM, C][G GhostTown™ said:

Gave it a try,

As soon as people login they are getting killed(knocked out message)

and than dying shortly after the countdown has finished.

Anyone having the same issues?

Or might have a fix? 

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On 2/18/2016 at 1:03 AM, Brun said:

Hi,

i think it needs a check to make sure player isalive before it starts punishing noobs.

try putting the below before it does the spawn otherwise it might need to be added to the if statements


waitUntil { alive player };

if it works let me know ill update git

Will this work?

 

Spoiler

waitUntil{sleep 1; ExileClientPlayerIsSpawned}; 
waitUntil{player == player};
player enableSimulation true;
    {

        if (getposatl player select 0 <= 0 || getposatl player select 0 >= BRAma_upperLimit || getposatl player select 1 <= 0 || getposatl player select 1 >= BRAma_upperLimit)  then
        {    
            if (BRAma_isInDebugZone) then 
            {
                BRAma_isInDebugZone = false;                    
                [player, nil, true] spawn BIS_fnc_moduleLightning;                
                player setdamage 1;    

                [
                    [
                        [BRAma_DebugZoneKillMessage1,"<t align = 'center' shadow = '1' size = '0.8' font='OrbitronLight'>%1</t><br/>"],
                        [BRAma_DebugZoneKillMessage2,"<t align = 'center' shadow = '1' size = '0.8' font='OrbitronLight'>%1</t><br/>",100]
                    ]
                ] spawn BIS_fnc_typeText;
                
                uisleep 125; // Tapout timer
            }
            else
            {
                BRAma_isInDebugZone = true;
                
                [
                    [
                        [BRAma_DebugZoneMessage1,"<t align = 'left' shadow = '1' size = '0.8' font='OrbitronLight'>%1</t><br/><br/>"],
                        [BRAma_DebugZoneMessage2,"<t align = 'left' shadow = '1' size = '0.6' font='OrbitronLight'>%1</t><br/><br/>"],
                        [BRAma_DebugZoneMessage3,"<t align = 'left' shadow = '1' size = '0.6' font='OrbitronLight'>%1</t><br/>"]
                    ]
                ] spawn BIS_fnc_typeText;
                
                uisleep BRAma_noDebugZoneWarningTime;                
                                
                if (getposatl player select 0 <= 0 || getposatl player select 0 >= BRAma_upperLimit || getposatl player select 1 <= 0 || getposatl player select 1 >= BRAma_upperLimit)  then
                    
                {
                    
                [
                    [
                        [BRAma_DebugZoneFinalMessage1,"<t align = 'left' shadow = '1' size = '0.8' font='OrbitronLight'>%1</t><br/><br/>"],
                        [BRAma_DebugZoneFinalMessage2,"<t align = 'left' shadow = '1' size = '0.6' font='OrbitronLight'>%1</t><br/><br/>"]
                    ]
                ] spawn BIS_fnc_typeText;
                
                uisleep BRAma_noDebugZoneWarningTime;
                
                };
                
            };
        } else
        {
            uisleep BRAma_noDebugZoneTime;
            BRAma_isInDebugZone = false;    
        };

    };
};

 

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Hey, im not at my pc but it might do as i think you just need to delay the script from running until your player is alive / loaded
 

dont put this

player enableSimulation true;

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On February 18, 2016 at 5:03 PM, Brun said:

Hi,

i think it needs a check to make sure player isalive before it starts punishing noobs.

try putting the below before it does the spawn otherwise it might need to be added to the if statements


waitUntil { alive player };

if it works let me know ill update git

Do a waituntil {!isnull(find display 46)};

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