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  1. /*
  2.  * Safezone Commander Script by AlienX
  3.  * www.opendayz.net
  4.  * Thanks to everyone who has provided other scripts of the same format, without you I would not have been able to make this.
  5.  */
  6.  
  7. diag_log ( "[AGN] Starting Trader City Safezone Commander!" );
  8.  
  9. if ( isDedicated || isServer ) exitWith {diag_log ( "Error: Attempting to start AGN products on a server where it should not be!" );};
  10.  
  11. Private ["_EH_Fired", "_ehID", "_fix","_inVehicle","_inVehicleLast","_EH_Fired_Vehicle",
  12.                 "_inVehicleDamage","_antiBackpackThread","_antiBackpackThread2"];
  13.                
  14. //SCRIPT SETTINGS
  15. AGN_safeZoneDebug = false; //Debug notes on screen.
  16. AGN_safeZoneGodmode = true;                                                             //Should safezone Godmode be enabled?
  17. AGN_safeZoneMessages = true;                                                            //Should players get messages when entering and exiting the safe zone?
  18. AGN_safeZone_Backpack_EnableAntiBackpack = true;                        //Should players not be able to take from peoples bags?
  19. AGN_safeZone_Backpack_AllowGearFromLootPiles = true;            //Should players be able to loot from loot piles?
  20. AGN_safeZone_Backpack_AllowGearFromVehicles = true;             //Should players be able to loot from a vehicles gear?
  21. AGN_safeZone_Backpack_AllowGearFromDeadPlayers = true;          //Should players be able to loot from a dead players corpse?
  22. AGN_safeZone_Backpack_AllowFriendlyTaggedAccess = true; //Should players who are tagged friendly be able to access eachothers bags?
  23. AGN_safeZone_Vehicles_DisableMountedGuns = true;                        //Should players not be able to shoot bullets/projectiles from mounted guns?
  24. AGN_safeZone_Vehicles_AllowGearFromWithinVehicles = true;       //Should players be able to open the gear screen while they are inside a vehicle?
  25. AGN_safeZone_Players_DisableWeaponFiring = true;                        //Should players not be able to shoot bullets/projectiles from their weapon(s)?
  26.  
  27. //Probs not needed, but meh :)
  28. disableSerialization;
  29.  
  30. waitUntil {!isNil "dayz_animalCheck"};
  31. if ( AGN_safeZoneMessages ) then { systemChat ( "[AGN] Trader Zone Commander Loaded!" ); };
  32.  
  33. _inVehicle = objNull;
  34. _inVehicleLast = objNull;
  35.  
  36. while {true} do {
  37.        
  38.         waitUntil { !canBuild };
  39.  
  40.         _inSafezoneFinished = false;
  41.         if ( AGN_safeZoneMessages ) then { systemChat ("[AGN] Entering Trader Area - God Mode Enabled"); };
  42.         _thePlayer = player;
  43.  
  44.         if ( AGN_safeZoneGodmode ) then
  45.         {
  46.                 player_zombieCheck = {};
  47.                 fnc_usec_damageHandler = {};
  48.                 _thePlayer removeAllEventHandlers "handleDamage";
  49.                 _thePlayer addEventHandler ["handleDamage", {false}];
  50.                 _thePlayer allowDamage false;
  51.         };
  52.        
  53.         if ( AGN_safeZone_Players_DisableWeaponFiring ) then
  54.         {
  55.                 _EH_Fired = _thePlayer addEventHandler ["Fired", {
  56.                         systemChat ("[AGN] You can not fire your weapon in a Trader City Area");
  57.                         NearestObject [_this select 0,_this select 4] setPos[0,0,0];
  58.                 }];
  59.         };
  60.        
  61.         if ( AGN_safeZone_Backpack_EnableAntiBackpack ) then
  62.         {
  63.                 AGN_LastPlayerLookedAt = objNull;
  64.                 AGN_LastPlayerLookedAtCountDown = 5;
  65.                 _antiBackpackThread = [] spawn {
  66.                         private [ "_ct","_ip","_ia","_dis"] ;
  67.                         while {!canBuild} do
  68.                         {
  69.                                 if ( isNull AGN_LastPlayerLookedAt ) then
  70.                                 {
  71.                                         waitUntil {!isNull cursorTarget};
  72.                                         _ct = cursorTarget;
  73.                                         _ip = isPlayer _ct;
  74.                                         if ( _ip ) then { _ia = alive _ct; _dis = _ct distance player; } else { _ia = false; _dis = 1000; };
  75.                                        
  76.                                         if ( (_ip && _ia) && (_dis < 6.5) ) then
  77.                                         {
  78.                                                 AGN_LastPlayerLookedAt = _ct;
  79.                                         };
  80.                                 } else {
  81.                                         AGN_LastPlayerLookedAtCountDown = AGN_LastPlayerLookedAtCountDown - 1;
  82.                                         if ( AGN_LastPlayerLookedAtCountDown < 0 ) then { AGN_LastPlayerLookedAtCountDown = 5; AGN_LastPlayerLookedAt = objNull; };
  83.                                         sleep 1;
  84.                                 };
  85.                         };
  86.                 };
  87.                        
  88.                 _antiBackpackThread2 = [] spawn {
  89.                         private ["_to","_dis","_inchk","_ip","_ia","_skip","_ct","_iv","_lp","_inv","_ctOwnerID","_friendlies","_if"];
  90.                         _ctOwnerID = 0;
  91.                         while {!canBuild} do
  92.                         {
  93.                                 _ct = cursorTarget;
  94.                                 _skip = false;
  95.                                
  96.                                 if ( !isNull (_ct) ) then
  97.                                 {
  98.                                         _to = typeOf _ct;
  99.                                         _dis = _ct distance player;
  100.                                         _inchk = ["WeaponHolder","ReammoBox"];
  101.                                        
  102.                                         _lp = false;
  103.                                         {
  104.                                                 if ( (_to isKindOf _x) && (_dis < 10) && AGN_safeZone_Backpack_AllowGearFromLootPiles ) then
  105.                                                 {
  106.                                                         _lp = true;
  107.                                                 };
  108.                                         } forEach ( _inchk );
  109.  
  110.                                         _ip = isPlayer _ct;
  111.                                         _ia = alive _ct;
  112.                                         _iv = _ct isKindOf "AllVehicles";
  113.                                         _inv = (vehicle player != player);
  114.                                        
  115.                                         _if = false;
  116.                                         if ( _ip ) then {
  117.                                                 _ctOwnerID = _ct getVariable["CharacterID","0"];
  118.                                                 _friendlies     = player getVariable ["friendlyTo",[]];
  119.                                                 if(_ctOwnerID in _friendlies) then {   
  120.                                                         if ( AGN_safeZone_Backpack_AllowFriendlyTaggedAccess ) then
  121.                                                         {
  122.                                                                 _if = true;
  123.                                                         };
  124.                                                 };
  125.                                         };
  126.                                         if ( AGN_safeZoneDebug ) then {
  127.                                         hintSilent ( format["AGN Safezone Commander\n\nCursorTarget\n%1\n\nDistance\n%2\n\nLootpile\n%3 [%9]\n\nisPlayer\n%4\n\nAlive\n%5\n\nisVehicle\n%6\n\ninVehicle\n%7\n\nisFriendly\n%8 (%12) [%10]\n\nSkip: %11\n",
  128.                                                 _ct, _dis, _lp, _ip, _ia, _iv, _inv, _if, AGN_safeZone_Backpack_AllowGearFromLootPiles, AGN_safeZone_Backpack_AllowFriendlyTaggedAccess, _skip, _ctOwnerID] );
  129. };
  130.  
  131.                                        
  132.                                         //Lootpile check
  133.                                         if ( _lp ) then {_skip = true;};
  134.                                        
  135.                                         //Dead body check
  136.                                         if ( !(_ia) && AGN_safeZone_Backpack_AllowGearFromDeadPlayers ) then {_skip = true;};
  137.                                        
  138.                                         //Vehicle check
  139.                                         if ( _iv && (_dis < 10) && !(_ip) && AGN_safeZone_Backpack_AllowGearFromVehicles ) then {_skip = true;};
  140.                                        
  141.                                         //In a vehicle check
  142.                                         if ( _inv && AGN_safeZone_Vehicles_AllowGearFromWithinVehicles ) then { _skip = true; };
  143.                                        
  144.                                         //Is player friendly?
  145.                                         if ( _if ) then { _skip = true; };
  146.                                 };
  147.                                
  148.                                 if( !isNull (FindDisplay 106) && !_skip ) then
  149.                                 {
  150.                                         if ( isNull AGN_LastPlayerLookedAt ) then
  151.                                         {
  152.                                                 (findDisplay 106) closeDisplay 1;
  153.                                                 waitUntil { isNull (FindDisplay 106) };
  154.                                                 createGearDialog [(player), 'RscDisplayGear'];
  155.                                                 if ( AGN_safeZoneMessages ) then { systemChat ("[AGN] Anti Backpack Stealing - Redirecting you to your own gear!"); };
  156.                                                 waitUntil { isNull (FindDisplay 106) };
  157.                                         } else {
  158.                                                 if ( AGN_safeZoneMessages ) then { systemChat (format["[AGN] You cannot open your gear at this time as you have looked at a player in the last 5 seconds."]); };
  159.                                                 (findDisplay 106) closeDisplay 1;
  160.                                                 waitUntil { isNull (FindDisplay 106) };
  161.                                         };
  162.                                 };
  163.                                 if ( _skip && _if ) then {
  164.                                         if ( AGN_safeZoneMessages ) then { systemChat ("[AGN] This player is tagged friendly, you have access to this players bag") };
  165.                                 };
  166.                         };
  167.                 };
  168.         };
  169.        
  170.         if ( AGN_safeZone_Vehicles_DisableMountedGuns ) then
  171.         {
  172.                 while { !canBuild } do
  173.                 {
  174.                         sleep 0.1;
  175.                         if ( !(isNull _inVehicle) && (vehicle player == player) ) then
  176.                         {
  177.                                 _inVehicle removeEventHandler ["Fired", _EH_Fired_Vehicle];
  178.                                 _inVehicleLast = _inVehicle;
  179.                                 _inVehicleLast removeEventHandler ["Fired", _EH_Fired_Vehicle];
  180.                                 _inVehicle = objNull;
  181.                         };
  182.                        
  183.                         if ( vehicle player != player && isNull _inVehicle ) then
  184.                         {
  185.                                 if (AGN_safeZoneMessages) then { systemChat ( "[AGN] No Firing Vehicle Guns Enabled" ); };
  186.                                 _inVehicle = vehicle player;
  187.                                 _inVehicleDamage = getDammage _inVehicle;
  188.                                 _EH_Fired_Vehicle = _inVehicle addEventHandler ["Fired", {
  189.                                         systemChat ("[AGN] You can not fire your vehicles weapon in a Trader City Area");
  190.                                         NearestObject [_this select 0,_this select 4] setPos[0,0,0];
  191.                                 }];
  192.                         };
  193.                 };
  194.         } else {
  195.                 waitUntil { canBuild };
  196.         };
  197.  
  198.         AGN_LastPlayerLookedAt = objNull;
  199.         AGN_LastPlayerLookedAtCountDown = 5;
  200.         terminate _antiBackpackThread;
  201.         terminate _antiBackpackThread2;
  202.         if ( AGN_safeZoneMessages ) then { systemChat ("[AGN] Exiting Trader Area - God Mode Disabled"); };
  203.        
  204.         if ( AGN_safeZone_Vehicles_DisableMountedGuns ) then
  205.         {
  206.                 if ( !(isNull _inVehicle) ) then
  207.                 {
  208.                         if ( AGN_safeZoneMessages ) then { systemChat ( "[AGN] No Firing Vehicle Guns Disabled" ); };
  209.                         _inVehicle removeEventHandler ["Fired", _EH_Fired_Vehicle];
  210.                 };
  211.                
  212.                 if ( !(isNull _inVehicleLast) ) then
  213.                 {
  214.                         if ( AGN_safeZoneMessages ) then { systemChat ( "[AGN] No Firing Vehicle Guns Disabled" ); };
  215.                         _inVehicleLast removeEventHandler ["Fired", _EH_Fired_Vehicle];
  216.                 };
  217.         };
  218.  
  219.         if ( AGN_safeZone_Players_DisableWeaponFiring ) then
  220.         {
  221.                 _thePlayer removeEventHandler ["Fired", _EH_Fired];
  222.         };
  223.        
  224.         if ( AGN_safeZoneGodmode ) then
  225.         {
  226.                 player_zombieCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieCheck.sqf";
  227.                 fnc_usec_damageHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandler.sqf";
  228.                 _thePlayer addEventHandler ["handleDamage", {true}];
  229.                 _thePlayer removeAllEventHandlers "handleDamage";
  230.                 _thePlayer allowDamage true;
  231.         };
  232.         _inSafezoneFinished = true;
  233. };
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