John

Question - How do the new safezone checks work?

10 posts in this topic

Without triggers, im wondering how players are checked if they are in the safezone?

I run a custom areas that I do not want "safe" but it contains traders, is it off the trader model? or does it still grab the safezone marker?

Thanks!

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1 hour ago, 1Man said:

As far as I know bullets disappear when fired

I knw this, I mean how is a player checked for being in a safezone now

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I know there are seperate markers for safe zones so if you didnt put it in then safe zones would not come up or notify they are in one.

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Look at the example mission file for altis, all you need to do is swap out a "empty" with "traderzone" in type= . Very easy and clean.

 

I can confirm that bullets disappear, you can still take damage. ie falling

Edited by bregan5

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Maybe I am not making my self clear. SO I will try once more.

I would like to know. How EXILE checks if a player is in the safezone.

Not what happens if they are in there.

Previously this was done via a trigger.

This is no longer the case.

So, once more, and as plainly and simply as I can possibly put it. How is a player checked for safezone proximity.

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On 11.12.2015, 8:05:22, John said:

Maybe I am not making my self clear. SO I will try once more.

I would like to know. How EXILE checks if a player is in the safezone.

Not what happens if they are in there.

Previously this was done via a trigger.

This is no longer the case.

So, once more, and as plainly and simply as I can possibly put it. How is a player checked for safezone proximity.

Maybe from client:

@Exile\addons\exile_client\code  two files:

ExileClient_object_player_event_onEnterSafezone.sql

ExileClient_object_player_event_onLeaveSafezone.sql

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I haven't updated my server yet. You're saying the old "sensors" section from mission.sqm doesn't contain the Safe Zone sensors anymore in the new version?

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No, the sensors are gone.

It's checked via the Markers!

And scripted as posted above.

ExileClient_object_player_event_onEnterSafezone.sql

ExileClient_object_player_event_onLeaveSafezone.sql

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That's interesting. I run Lingor so I obviously have custom safe zones. Just putting the markers in the mission.sqm will be all I need to do then? Nothing in the "..EnterSafezone.sql" and "...LeaveSafezones.sql" is specific to any map?

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