John 540 Report post Posted December 10, 2015 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! Share this post Link to post Share on other sites
1Man 100 Report post Posted December 11, 2015 As far as I know bullets disappear when fired Share this post Link to post Share on other sites
John 540 Report post Posted December 11, 2015 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 Share this post Link to post Share on other sites
1Man 100 Report post Posted December 11, 2015 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. Share this post Link to post Share on other sites
bregan5 36 Report post Posted December 11, 2015 (edited) 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 December 11, 2015 by bregan5 Share this post Link to post Share on other sites
John 540 Report post Posted December 11, 2015 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. 2 Share this post Link to post Share on other sites
SadBoy1981 63 Report post Posted December 12, 2015 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 Share this post Link to post Share on other sites
BetterDeadThanZed 1005 Report post Posted December 12, 2015 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? Share this post Link to post Share on other sites
NedFox 48 Report post Posted December 12, 2015 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 Share this post Link to post Share on other sites
BetterDeadThanZed 1005 Report post Posted December 12, 2015 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? Share this post Link to post Share on other sites