Z80CPU

No More Safe Zone Killings

31 posts in this topic

Posted (edited)

NoKillScript – Prevents any ‘Safe Zone’ killings and damage to player’s vehicles.

Version:  1.16


Tested On:  ARMA 3 (should work on ARMA 2, though untested)

Tested Modes: Single Player, Multiplayer (Dedicated Server)

Tested Environments:  Standard ARMA SP/MP, Epoch, Exile

Script Executor:  Client

Script Host:  Server or Client

Format:  script, SQS

 

Description:
NoKillZone (NKZ), is a script that helps put an end to the notorious ‘safe zone’ killings that plagued MP environments such as Epoch and Exile.

Simply place a marker on your map, and then put the marker name in the scripts parameters, and that’s it!  It is a simple script to use.  Nothing fancy here.

Once it starts, it just loops over and over checking to see if player has entered or left the mark area. Matters not if they teleport into the area, fly over it, or respawn in to it – the script will detect all players in the zone regardless how they arrived or left.

100% client side and consumes almost no resources from the client.

Runs till client exits the server.

No triggers are used.

This script is for players only, it does not detect/react to any AI units.

 

Uses:
To mark a ‘safe area’ where players can be safe and not have to worry about being killed by anyone.

It is possible, if desired for example, to have player protected at 100m and then at 50m, their vehicle protected.  This is done by using 2 scripts.  One with the DISTANCE parameter set to ‘100’ and the other set to ‘50’.


Usage:
[MARKER,DISTANCE,TEXT-IN,TEXT-OUT,PROTECTION] exec "NoKillZone.Sqs";

MARKER = Map marker name - In quotes
DISTANCE = Radius of protection in meters
TEXT-IN *  = Text to be shown via Hint when entering the zone - In quotes
TEXT-OUT *  = Text to be shown via Hint when leaving the zone - In quotes
PROTECTION *  = Allows you to choose protection for player or player and their vehicle.

* = Optional parameter

Example:
["CentralSZ",500,"You Have Entered The Central Safe Zone","You Have Left The Central Safe Zone",1] exec "NoKillZone.Sqs"

Full documentation can be found in the top lines of the script.  Just open it in a text program such as NotePad++ to view.

For servers, call script from 'INIT.SQF' and/or 'OnPlayerRespawn.Sqf'.

For SP, you can also call it from the INIT.Sqf or you can activate it via the debug console or other means such as a radio trigger.

Once launched, you will get a 'confirmation' message showing script is active, what zone, and if vehicle protection is active.


Other Notes:
While not ‘optimized’ and the ‘cleanest’ looking script, it does work and work well.  If you wish to spend one to two hours ‘optimizing’ it to save a few milliseconds, be my guest!  ;)


Known Issues:
Script can be run many times for the same location.
There is no way to exit the script without the player quitting the game.
Not all parameter errors are detected, though some are

(The above issues are set to be addressed in the future)

 

Video Example:  https://youtu.be/Ysda2TwD58g

 

Download Link: https://www.dropbox.com/s/422smoaqge40pxr/NoKillZone.zip?dl=0

Secondary DL Link:  http://www.armaholic.com/page.php?id=30691

 

File Size:  2k Zipped, 6k Unzipped

 

It's simple and stupid, but it works!

 

Enjoy!

 

:)

 

 

Edited by Z80CPU
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Cobra - Yeah, SQS is old...but so am I...  ;)  And it still works too....

Ghost - some people have this issue or maybe you wish to set up a new area where such could happen.  As with anything, no one 'thing' will be right for everyone.  So, if this is not needed by you, then count your lucky stars.  For as an example, on Epoch, the 'safe zone' is really an 'honor zone'.  And I think you know how well that would/does work...  ;)

 

:)

 

 

 

 

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But safezones have there own built in protection? You instantly have God mode upon entering and protected from any damage. And adding new safezones is easy.

 

Just feels like your adding something that's already in Exile by default lol

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Ghost - As stated, this is not for everyone and if you set up a custom trader, there will be no protection.  This would address such areas as Exile would not protect those custom areas.  I merely decided to share or 'give back' to everyone.

 

:)

 

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4 hours ago, Z80CPU said:

Ghost - As stated, this is not for everyone and if you set up a custom trader, there will be no protection.  This would address such areas as Exile would not protect those custom areas.  I merely decided to share or 'give back' to everyone.

 

:)

 

thats nice for my Chernarus and Custom Trader what i need have a big prob with the Vehicle spawn. 

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Posted (edited)

4 hours ago, Z80CPU said:

Ghost - As stated, this is not for everyone and if you set up a custom trader, there will be no protection.  This would address such areas as Exile would not protect those custom areas.  I merely decided to share or 'give back' to everyone.

 

:)

 

I understand that and I respect your trying to give something back but you can add a safezone to any trader or location by adding a new trigger in your mission.sqm

 

I have custom trader's and works fine. I just want people to know that they can use the built in Exile protection system. It does exactly the same thing as your script. It's more optomzed and already built in. Sorry if I come off rude or anything but I feel like maybe you didn't even know you could add new safezones without this script. Cause alot of scripts such as zombies and AI use safezone triggers in your mission.sqm as a trigger for there scripts.

Edited by C][G GhostTown™

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simply adding a map marker in the mission.sqm of type="ExileTraderZone"; makes it a safezone without the need to add additional threads to the server processes.

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4 hours ago, second_coming said:

simply adding a map marker in the mission.sqm of type="ExileTraderZone"; makes it a safezone without the need to add additional threads to the server processes.

This is what I was trying to explain.

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