mihikle 2 Posted January 19, 2013 Sorry to ask another question again so soon, however I have run into another issue: Is it possible to take NO DAMAGE within a certain TRIGGER RADIUS? To prevent TK at spawn etc, as this is being put on a public server in the future. Thanks! Share this post Link to post Share on other sites
tryteyker 28 Posted January 19, 2013 {_x allowdamage false} foreach units thisList; on deactivation this allowDamage true (unsure but it should work) Share this post Link to post Share on other sites
mihikle 2 Posted January 19, 2013 Hmm I can't get that to work. Activation: Blufor, present Condition: This On Act.: {_x allowdamage false} foreach units thisList; On Dea.: this allowDamage true Does nothing! D: Share this post Link to post Share on other sites
ProfTournesol 956 Posted January 19, 2013 {_x allowdamage false} foreach thisList; "units" return the array of units within a group, not a trigger. Share this post Link to post Share on other sites
f2k sel 164 Posted January 19, 2013 Using a trigger isn't going to give you what your after. When you leave the trigger you will still be protected. Also unless you force an update of the trigger the protection won't apply to other units entering the trigger only those present the first time it fires. See if these will help http://forums.bistudio.com/showthread.php?123333-Invisible-Shield-%28Spawn-Protection%29-Help&highlight=protection http://forums.bistudio.com/showthread.php?115203-Spawn-protection-%28shield%29 Share this post Link to post Share on other sites
Persian MO 82 Posted January 19, 2013 If u play Coop mission,this solution working for u. game Logic safezone = { _obj = _this select 0;thislist = _this select 1; _obj allowdamage false; waituntil {!(_obj in thislist)}; hint "out from safezone"; _obj allowdamage true;}; Trigger: trigger cover base area. 50X50,anybody,present,repeatably condition:true act: {[_x,thislist] spawn safezone} foreach thisList and add this allowdamage false to players init. Share this post Link to post Share on other sites
freakjoe 3 Posted January 19, 2013 (edited) You could also just create a game logic as the center of the are which the player will be protected in and call it "ProtectionCenter" or something like that. Then in the init.sqf : [player] execVM "spawnProtection.sqf"; spawnProtection.sqf : _unit = (_this select 0); while {true} do { _unit allowDamage true; _distance = (_unit distance ProtectionCenter); if (_distance <= SAFEDISTANCE) then // edit "SAFEDISTANCE" to fit the radius you want the player to be protected in { _unit allowDamage false; waitUntil {(_unit distance ProtectionCenter) > SAFEDISTANCE}; } else { waitUntil {(_unit distance ProtectionCenter) <= SAFEDISTANCE}; }; }; This is untested. Edited January 20, 2013 by FreakJoe Share this post Link to post Share on other sites
SteelSampson 1 Posted May 30, 2013 Sorry to revive this, but has anyone gotten this to work? Share this post Link to post Share on other sites