darkxess 60 Posted March 1, 2017 Hey guys, I am using a base protection script but it seems to not work with the Apex Buggies as I can kill anyone in the base, plus various other Apex content. So does anyone know of a good base protection method that stops all firing from everything other than just 70% of stuff. Thanks Share this post Link to post Share on other sites
celludriel 79 Posted March 1, 2017 - What script are you using - What do you mean with " a good base protection method that stops all firing from everything other than just 70% of stuff ". Elaborate, I can't make up what you want/need with just the little post you posted here. Explain your problem in at least two paragraphs of ten lines ... Share this post Link to post Share on other sites
darkxess 60 Posted March 1, 2017 I am just running it on a marker called "safeZoneHill" and then running the below in "initPlayerLocal.sqf" //------------------ SafeZone player addEventHandler ["Fired", { params ["_unit", "_weapon", "", "", "", "", "_projectile"]; if (_unit distance2D (getMarkerPos "safeZoneHill") < 300) then { deleteVehicle _projectile; hintC "Hold it soldier, don't throw, fire or place anything inside the base."; }}]; It does work, just not perfectly so wondering if there is better or how I can improve it to stop everything friendly from killing friendlies in the base. When I said a good method that stops firing from everything other than just 70% of the stuff means that a lot of it actually works, but as I said some doesn't - hence the 70% lol. Thanks Share this post Link to post Share on other sites
serena 150 Posted March 1, 2017 darkxess, what is the prize to those who supposed to guess weapons from that "unstoppable" 30% ? 1 Share this post Link to post Share on other sites
killzone_kid 1326 Posted March 1, 2017 14 hours ago, serena said: darkxess, what is the prize to those who supposed to guess weapons from that "unstoppable" 30% ? Deleting projectile is not fast enough, it can still kill. The only safe method is to deny firing all together. Share this post Link to post Share on other sites
darkxess 60 Posted March 1, 2017 23 minutes ago, killzone_kid said: Deleting projectile is not fast enough, it can still kill. The only safe method is to deny firing all together. 1 So what is the best way to stop all friendly killing in the main base then please? Thanks Share this post Link to post Share on other sites
Nikander 122 Posted March 1, 2017 Just now, darkxess said: So what is the best way to stop all friendly killing in the main base then please? I am in favour of the Protection Zone 1 Share this post Link to post Share on other sites
killzone_kid 1326 Posted March 1, 2017 41 minutes ago, darkxess said: So what is the best way to stop all friendly killing in the main base then please? 1 hour ago, killzone_kid said: The only safe method is to deny firing all together. 2 Share this post Link to post Share on other sites
fn_Quiksilver 1633 Posted March 2, 2017 In what situation is deleting projectile not fast enough? player addEventHandler [ 'FiredMan', { if (player in safezone) then { deleteVehicle (_this select 6); }; } ]; Share this post Link to post Share on other sites
killzone_kid 1326 Posted March 2, 2017 Don't remember now the exact circumstance, but you have to remember, deleteVehicle does not immediately delete object, it marks it for deletion and then the object is deleted at the engine's convenience. Also it says so right here: https://community.bistudio.com/wiki/deleteVehicle Share this post Link to post Share on other sites
fn_Quiksilver 1633 Posted March 2, 2017 fair enough .. ive never seen it fail though, and seen a lot of attempts to grief blocked by it :) how do you stop a player from firing? disable the weapon or is there a direct way to prevent firing? Share this post Link to post Share on other sites
killzone_kid 1326 Posted March 2, 2017 This should still work http://killzonekid.com/arma-scripting-tutorials-how-to-override-lmb/ or set ammo 0 1 Share this post Link to post Share on other sites
fn_Quiksilver 1633 Posted March 2, 2017 legend furthest i went with attempts is ui event handlers, which failed miserably. Share this post Link to post Share on other sites
darkxess 60 Posted March 2, 2017 I have actually fixed it now by putting multiple "invisible protection zones" in my base lol. Not the best of all methods but it does exactly what I am wanting :D Thanks guys. Share this post Link to post Share on other sites
darkxess 60 Posted March 2, 2017 23 hours ago, Nikander said: I am in favour of the Protection Zone Yea found that now, but it's not working as it should, apparently you can choose a radius well I tried that it and doesn't do nothing. So I just basically copy-pasted multiple zones lol. Share this post Link to post Share on other sites