Freddywall 11 Posted September 13, 2019 Hello, i'm noob in mission editing. I'am playing with Revage mod and i want to make simple safe zone with trgger which delete all zombies inside the trigger. Any ideas? Share this post Link to post Share on other sites
gokitty1199 225 Posted September 13, 2019 change ZombieSide to whatever side you have your zombies as or change the condition to another check to see if its a zombie or not while {SafeZoneActive} do { _Zombies = (AllUnits select {Side _x == zombieSide}) InAreaArray SafeZoneTrigger; { DeleteVehicle _x; } ForEach _Zombies; Sleep 1; }; Share this post Link to post Share on other sites
Vandeanson 1677 Posted September 13, 2019 There is also a ravage safe zone module for that, no scripting needed, check out the ravage thread https://forums.bohemia.net/forums/topic/183264-ravage/ Or the ravage wiki https://ravage.fandom.com/wiki/Ravage_Wikia The module is called save zone i believe. Cheers Vd 1 Share this post Link to post Share on other sites
Freddywall 11 Posted September 13, 2019 8 minutes ago, gokitty1199 said: change ZombieSide to whatever side you have your zombies as or change the condition to another check to see if its a zombie or not while {SafeZoneActive} do { _Zombies = (AllUnits select {Side _x == zombieSide}) InAreaArray SafeZoneTrigger; { DeleteVehicle _x; } ForEach _Zombies; Sleep 1; }; It's doesn't work Share this post Link to post Share on other sites
gokitty1199 225 Posted September 13, 2019 12 minutes ago, Freddywall said: It's doesn't work since your using ravage use the method @Vandeansonposted above Share this post Link to post Share on other sites
Freddywall 11 Posted September 13, 2019 13 minutes ago, gokitty1199 said: since your using ravage use the method @Vandeansonposted above @Vandeanson method did not work, it only disable damage and zombies can come into safe zone Share this post Link to post Share on other sites
Vandeanson 1677 Posted September 13, 2019 Best report it to the ravage thread then, there are a lot of experienced mission makers there that can hep with ravage topics. And if the module is broken, haleks will surely take a look. But did you check if there is an option to delete zombies within the module? I can check once i get to the PC, but this is how i recall the modules. Share this post Link to post Share on other sites
Freddywall 11 Posted September 13, 2019 2 minutes ago, Vandeanson said: But did you check if there is an option to delete zombies within the module? Yep, i was checked it. Theres nothing about delete zombies or something like this Share this post Link to post Share on other sites
Freddywall 11 Posted September 13, 2019 Found how to delete zombies by using other @gokitty1199 script, but how can i loop this script? _BluforInTrig = (AllUnits + Vehicles) InAreaArray Trig1; { if ((getNumber (configFile >> "CfgVehicles" >> (typeOf _x) >> "side")) == 3) then { DeleteVehicle _x; }; } ForEach _BluforInTrig; Share this post Link to post Share on other sites
gokitty1199 225 Posted September 13, 2019 12 minutes ago, Freddywall said: Yep, i was checked it. Theres nothing about delete zombies or something like this then back to the scripting option, what did you try from my post? where did you put the script and show the script as well Share this post Link to post Share on other sites
gokitty1199 225 Posted September 13, 2019 4 minutes ago, Freddywall said: Found how to delete zombies by using other @gokitty1199 script, but how can i loop this script? _BluforInTrig = (AllUnits + Vehicles) InAreaArray Trig1; { if ((getNumber (configFile >> "CfgVehicles" >> (typeOf _x) >> "side")) == 3) then { DeleteVehicle _x; }; } ForEach _BluforInTrig; when you used my script, did you change the name of the trigger to Trig1 and did you change the side comparison to be the side of the zombies? my script should work as long as you did your part edit: for example while {true} do { _Zombies = (AllUnits select {Side _x == Civilian}) InAreaArray Trig1;//assuming your zombies are civilians { DeleteVehicle _x; } ForEach _Zombies; Sleep 1; }; Share this post Link to post Share on other sites
Vandeanson 1677 Posted September 13, 2019 FYI, the ravage zombies parent is "zombie" - i use _referenceToUnitinTrigger isKindOf "zombie"; to check for ravage zombies. Maybe this helps;) 1 Share this post Link to post Share on other sites
Freddywall 11 Posted September 13, 2019 3 minutes ago, gokitty1199 said: when you used my script, did you change the name of the trigger to Trig1 and did you change the side comparison to be the side of the zombies? my script should work as long as you did your part Yes, i have change name of trigger. This script works one time when i activating trigger Share this post Link to post Share on other sites
gokitty1199 225 Posted September 13, 2019 2 minutes ago, Vandeanson said: FYI, the ravage zombies parent is "zombie" - i use _referenceToUnitinTrigger isKindOf "zombie"; to check for ravage zombies. Maybe this helps;) much nicer thank you, ive never used ravage an didnt know of the "zombie" type lol while {true} do { _Zombies = (AllUnits select {_x IsKindOf "zombie"}) InAreaArray Trig1; { DeleteVehicle _x; } ForEach _Zombies; Sleep 1; }; 1 Share this post Link to post Share on other sites
Vandeanson 1677 Posted September 13, 2019 i checked the save zone and the blacklist zombies modules - indeed both do NOT what the above script does. specially not for hand-placed zombies. I don't think this is intentional - will link this post to the ravage thread. Anyway - we have a solution now;) 1 Share this post Link to post Share on other sites
Freddywall 11 Posted September 13, 2019 7 minutes ago, gokitty1199 said: much nicer thank you, ive never used ravage an didnt know of the "zombie" type lol while {true} do { _Zombies = (AllUnits select {_x IsKindOf "zombie"}) InAreaArray Trig1; { DeleteVehicle _x; } ForEach _Zombies; Sleep 1; }; Now it delete hand-placed zombies, but zombies which spawn by addon module didn't disappear Share this post Link to post Share on other sites
gokitty1199 225 Posted September 13, 2019 2 minutes ago, Freddywall said: Now it delete hand-placed zombies, but zombies which spawn by addon module didn't disappear it should as long as they are the same type Share this post Link to post Share on other sites
Freddywall 11 Posted September 13, 2019 6 minutes ago, gokitty1199 said: it should as long as they are the same type Tried only with zombies which was spawn by module. Still doesn't work Share this post Link to post Share on other sites
gokitty1199 225 Posted September 13, 2019 Just now, Freddywall said: Tried only with zombies which was spawn by module. Still doesn't work what side are the zombies? and are there any other units of that side that are not zombies in the mission? Share this post Link to post Share on other sites
Freddywall 11 Posted September 13, 2019 1 minute ago, gokitty1199 said: what side are the zombies? and are there any other units of that side that are not zombies in the mission? Zombies side is Civilian. Nothing more units for civilian Share this post Link to post Share on other sites
gokitty1199 225 Posted September 13, 2019 Just now, Freddywall said: Zombies side is Civilian. Nothing more units for civilian then literally back to the first thing i posted while {true} do { _Zombies = (AllUnits select {Side _x == Civilian}) InAreaArray Trig1; { DeleteVehicle _x; } ForEach _Zombies; Sleep 1; }; Share this post Link to post Share on other sites
Freddywall 11 Posted September 13, 2019 15 minutes ago, gokitty1199 said: then literally back to the first thing i posted while {true} do { _Zombies = (AllUnits select {Side _x == Civilian}) InAreaArray Trig1; { DeleteVehicle _x; } ForEach _Zombies; Sleep 1; }; Still doesn't work, lol. I tried change side to EAST, WEST, RESISTANCE but nothing help. Zombies which was spawn by module continue ignore the trigger Share this post Link to post Share on other sites
gokitty1199 225 Posted September 13, 2019 18 minutes ago, Freddywall said: Still doesn't work, lol. I tried change side to EAST, WEST, RESISTANCE but nothing help. Zombies which was spawn by module continue ignore the trigger where are you putting the script Share this post Link to post Share on other sites
Freddywall 11 Posted September 13, 2019 2 minutes ago, gokitty1199 said: where are you putting the script I made SafeZone.sqf, and put in init of trigger: execVM "SafeZone.sqf"; Share this post Link to post Share on other sites
Freddywall 11 Posted September 13, 2019 This script works well for all sides, but not for zombies which was spawned by revage module although they should be for civilian side Share this post Link to post Share on other sites