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frezinator

How to get mission protection system just like in THE LONGEST DAY mission BY XENO???

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Does anyone know how to get a mission protection system just like in "the longest day" mission by xeno?? or if not, does anyone know a way how to make a safe base, so team killers wont put satchels, destroy vehicles, and prevent them from shooting teammates on base???

Edited by frezinator

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ProtectionZone_EP1 (works for Arrowhead and Combined Operations only)

I don't know anything about Xeon's mission "THE LONGEST DAY", but I do know how to protect a base, vehicles and players from any kind of damage.

Place like 10 markers named pzone1, pzone2, pzone3,.... pzone10

Space them about 25 to 30 meters apart. They have a default radius of 50 meters which I don't think can be adjusted.

Then run this script from a trigger or some way that will effect everybody on the server locally at mission start.

protected_zone.sqf

_pzone1 = "ProtectionZone_Ep1" createVehicleLocal (getMarkerPos "pzone1");
_pzone2 = "ProtectionZone_Ep1" createVehicleLocal (getMarkerPos "pzone2");
_pzone3 = "ProtectionZone_Ep1" createVehicleLocal (getMarkerPos "pzone3");
_pzone4 = "ProtectionZone_Ep1" createVehicleLocal (getMarkerPos "pzone4");
_pzone5 = "ProtectionZone_Ep1" createVehicleLocal (getMarkerPos "pzone5");
_pzone6 = "ProtectionZone_Ep1" createVehicleLocal (getMarkerPos "pzone6");
_pzone7 = "ProtectionZone_Ep1" createVehicleLocal (getMarkerPos "pzone7");
_pzone8 = "ProtectionZone_Ep1" createVehicleLocal (getMarkerPos "pzone8");
_pzone9 = "ProtectionZone_Ep1" createVehicleLocal (getMarkerPos "pzone9");
_pzone10 = "ProtectionZone_Ep1" createVehicleLocal (getMarkerPos "pzone10");

_pzone1 setObjectTexture [0,"#(argb,8,8,3)color(0,0,0,0,ca)"];
_pzone2 setObjectTexture [0,"#(argb,8,8,3)color(0,0,0,0,ca)"];
_pzone3 setObjectTexture [0,"#(argb,8,8,3)color(0,0,0,0,ca)"];
_pzone4 setObjectTexture [0,"#(argb,8,8,3)color(0,0,0,0,ca)"];
_pzone5 setObjectTexture [0,"#(argb,8,8,3)color(0,0,0,0,ca)"];
_pzone6 setObjectTexture [0,"#(argb,8,8,3)color(0,0,0,0,ca)"];
_pzone7 setObjectTexture [0,"#(argb,8,8,3)color(0,0,0,0,ca)"];
_pzone8 setObjectTexture [0,"#(argb,8,8,3)color(0,0,0,0,ca)"];
_pzone9 setObjectTexture [0,"#(argb,8,8,3)color(0,0,0,0,ca)"];
_pzone10 setObjectTexture [0,"#(argb,8,8,3)color(0,0,0,0,ca)"];

The reason for setting the object texture is because if you don't, they will be visible during the mission, so they need to be set so they are transparent/invisible, or else you will see big red cylinders in your base. I'm not sure what the exact height is of a ProtectionZone_EP1, but they are pretty tall, but I don't think they are more than 100 meters in height. Anything fired at base from far away will collide with the outside of the protection zone. Anything fired inside the protection zone will detonate immediately, but will not cause any damage. Place a satchel at your feet and detonate it and you will be unharmed. Vehicles will be unharmed. The only thing you need to do is keep enemy out of your base or else you cannot kill them. I suggest using the protection zone for coop missions and set a trigger area around your base they will instantly kill an enemy that enter the trigger.

Edited by A-SUICIDAL

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ProtectionZone_EP1 (works for Arrowhead and Combined Operations only)

I don't know anything about Xeon's mission "THE LONGEST DAY", but I do know how to protect a base, vehicles and players from any kind of damage.

Place like 10 markers named pzone1, pzone2, pzone3,.... pzone10

Space them about 25 to 30 meters apart. They have a default radius of 50 meters which I don't think can be adjusted.

Then run this script from a trigger or some way that will effect everybody on the server locally at mission start.

protected_zone.sqf

_pzone1 = "ProtectionZone_Ep1" createVehicleLocal (getMarkerPos "pzone1");
_pzone2 = "ProtectionZone_Ep1" createVehicleLocal (getMarkerPos "pzone2");
_pzone3 = "ProtectionZone_Ep1" createVehicleLocal (getMarkerPos "pzone3");
_pzone4 = "ProtectionZone_Ep1" createVehicleLocal (getMarkerPos "pzone4");
_pzone5 = "ProtectionZone_Ep1" createVehicleLocal (getMarkerPos "pzone5");
_pzone6 = "ProtectionZone_Ep1" createVehicleLocal (getMarkerPos "pzone6");
_pzone7 = "ProtectionZone_Ep1" createVehicleLocal (getMarkerPos "pzone7");
_pzone8 = "ProtectionZone_Ep1" createVehicleLocal (getMarkerPos "pzone8");
_pzone9 = "ProtectionZone_Ep1" createVehicleLocal (getMarkerPos "pzone9");
_pzone10 = "ProtectionZone_Ep1" createVehicleLocal (getMarkerPos "pzone10");

_pzone1 setObjectTexture [0,"#(argb,8,8,3)color(0,0,0,0,ca)"];
_pzone2 setObjectTexture [0,"#(argb,8,8,3)color(0,0,0,0,ca)"];
_pzone3 setObjectTexture [0,"#(argb,8,8,3)color(0,0,0,0,ca)"];
_pzone4 setObjectTexture [0,"#(argb,8,8,3)color(0,0,0,0,ca)"];
_pzone5 setObjectTexture [0,"#(argb,8,8,3)color(0,0,0,0,ca)"];
_pzone6 setObjectTexture [0,"#(argb,8,8,3)color(0,0,0,0,ca)"];
_pzone7 setObjectTexture [0,"#(argb,8,8,3)color(0,0,0,0,ca)"];
_pzone8 setObjectTexture [0,"#(argb,8,8,3)color(0,0,0,0,ca)"];
_pzone9 setObjectTexture [0,"#(argb,8,8,3)color(0,0,0,0,ca)"];
_pzone10 setObjectTexture [0,"#(argb,8,8,3)color(0,0,0,0,ca)"];

The reason for setting the object texture is because if you don't, they will be visible during the mission, so they need to be set so they are transparent/invisible, or else you will see big red cylinders in your base. I'm not sure what the exact height is of a ProtectionZone_EP1, but they are pretty tall, but I don't think they are more than 100 meters in height. Anything fired at base from far away will collide with the outside of the protection zone. Anything fired inside the protection zone will detonate immediately, but will not cause any damage. Place a satchel at your feet and detonate it and you will be unharmed. Vehicles will be unharmed. The only thing you need to do is keep enemy out of your base or else you cannot kill them. I suggest using the protection zone for coop missions and set a trigger area around your base they will instantly kill an enemy that enter the trigger.

Thnx!!! i actually just found the Mission protection system script, it was in german so i had to use google translate to figure it out how to use it.

I will still try the protection zone ep1, but can i run in it through init.sqf??? or do i really have to use trigger? Also, what do i put in the trigger?

Edited by frezinator

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Here's a lite alternative. How about just using a fired EH? Place a trigger covering west base. Place another trigger covering east base. Give the triggers a name. IE; BaseListW & BaseListE. The below will remove all of the players weapons if he fires in base, this includes laying a satchel.

init.sqf

[] call compile preProcessFile "AntiTk.sqf";

AntiTk.sqf

{_x addEventHandler ["FIRED", {If (((_this select 0) in List BaseListW) || ((_this select 0) in List BaseListE)) then {Idiot=True;}}]} ForEach AllUnits;

ANTI_TK =
{
  Idiot=False;
  Removeallweapons Player;
};

ANTI_TK_LOOP =
{
  If (!Local Player) ExitWith {};
  While {true} Do {
  If (Idiot) Then {[] Spawn ANTI_TK;};
  Sleep 1;
 };
};

Sleep 0.005;
[]Spawn ANTI_TK_LOOP;

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Here's a lite alternative. How about just using a fired EH? Place a trigger covering west base. Place another trigger covering east base. Give the triggers a name. IE; BaseListW & BaseListE. The below will remove all of the players weapons if he fires in base, this includes laying a satchel.

init.sqf

[] call compile preProcessFile "AntiTk.sqf";

AntiTk.sqf

{_x addEventHandler ["FIRED", {If (((_this select 0) in List BaseListW) || ((_this select 0) in List BaseListE)) then {Idiot=True;}}]} ForEach AllUnits;

ANTI_TK =
{
  Idiot=False;
  Removeallweapons Player;
};

ANTI_TK_LOOP =
{
  If (!Local Player) ExitWith {};
  While {true} Do {
  If (Idiot) Then {[] Spawn ANTI_TK;};
  Sleep 1;
 };
};

Sleep 0.005;
[]Spawn ANTI_TK_LOOP;

Thnx Iceman!!!!!!!! I think i got collection of anti teamkillings scripts now lol. Life would have been easier if Arma 2 has already an anti-teamkilling system >.<

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Could you please make me a quick little idiot guide on how to set this up? I've added "[] call compile preProcessFile "AntiTk.sqf";" to the top of my init.sqf and added in AntiTk.sqf, I've created a tigger for "BaseListW", went into preview and shot in that area without any action taken.

Sorry for the bump.

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