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Found 1 result

  1. Hello, I'd like to have a protection zone (spawn protection) for both human players and vehicles (empty or not) inside a trigger area. This should work in dedicated server environment. I've tried two slightly different approaches and neither of them work well enough. The most current I'm trying to get to work is one where I placed a trigger for Independent side with the following attributes: Type: None Activation: Independent Activation Type: Present Repetable [Yes] Server Only [No] Condition this On Activation {(player) allowDamage false} forEach playableUnits; hint "Spawn protection enabled"; On Deactiavation {(player) allowDamage true} forEach playableUnits; hint "Spawn protection disabled"; While testing this works quite nicely. Leaving the trigger area on foot makes the player vulnerable to everything that can actually kill the player. But as long as the player stays inside the trigger area he/she will be invulnerable. Pretty basic stuff I guess. But there's a catch: if the player spawns a vehicle inside the trigger area, jumps in the vehicle for a short moment, then jumps out and leaves the trigger area on foot and as long as the vehicle stays inside the trigger area the player will be invulnerable. Why is this happening and how would I go on to fix it? Earlier I was trying to use another approach to this: Type: None Activation: Independent Activation Type: Present Repetable [Yes] Server Only [No] Condition ((vehicle player) in thisList) On Activation {(vehicle player) allowDamage false} Foreach thislist; hint "Spawn protection enabled"; On Deactiavation {(vehicle player) allowDamage true} forEach [allUnits, vehicles]; hint "Spawn protection disabled"; This worked as well as the first one: when the player moves out of the trigger area on foot he/she will become vulnerable. But as with the another approach spawning a vehicle and getting in produces awkward result: now even if the player drives out of the trigger area he will be invulnerable indefinitely. So all in all neither of the two approaches work well enough. Also both of the alternatives don't make vehicles invulnerable at all when situated inside the trigger area. Any pointers how to achieve player and vehicle invulnerability at the same time using a trigger?
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