Jump to content

Problem with zombie greenzones.


Recommended Posts

Hi, I downloaded and installed in my server a resource from Kenix, of the community. it doesn't works properly. it kills the zombies, but they spawn in the greenzone and they get killed there. what i want is, that they can't even spawn and come to the greenzone. Because it's ugly to see some zombies diyng when i am in the greenzone, and then they're dead in the floor for 5 seconds or so.

CLIENT

addEventHandler( 'onClientPlayerDamage', localPlayer, 
    function( ) 
        if getElementData( localPlayer, 'damage' ) == 'no' then 
            cancelEvent( ) 
        end 
    end 
) 
  
  
     
  

SERVER

-- Advanced Anti Zombie by Kenix version 1.0.6 
  
--[[ 
It's example how use it. 
  
Change this 
]] 
  
  
local aSavePlaces =  
{ 
    Rectangle = 
    { 
        -- X, Y, Width, Height 
        { x,y, 2000, 2000}; 
        { x,y, 2000, 2000}; 
    } 
} 
  
local aRadarAreaPlaces =  
{ 
    -- x,  y ,size 1, size 2, color: red, green, blue, alpha. 
    { x,y, 2000, 2000, 0, 255, 0, 255 } ; 
    {x,y, 2000, 2000, 0, 255, 0, 255 } ; 
} 
  
local sResourceName             = getResourceName ( resource ) 
local bUseGunsInSavePlace       = get( sResourceName .. '.UseGunsInSaveZone' ) 
local bUseRadarArea             = get( sResourceName .. '.UseRadarArea' ) 
local pColshape, pRadarArea 
  
local bUseRunInSaveZone         = get( sResourceName .. '.UseRunInSaveZone' ) 
local bUseJumpInSaveZone        = get( sResourceName .. '.UseJumpInSaveZone' ) 
local bUseWeaponHudInSaveZone   = get( sResourceName .. '.UseWeaponHudInSaveZone' ) 
local bUseAmmoHudInSaveZone     = get( sResourceName .. '.UseAmmoHudInSaveZone' ) 
  
local bUseDamageInSaveZone      = get( sResourceName .. '.UseDamageInSaveZone' ) 
  
addEventHandler ( 'onResourceStart', resourceRoot,  
    function ( ) 
        for s, _ in pairs( aSavePlaces ) do 
            for _, a in pairs( aSavePlaces[ s ] ) do 
                pColshape = _G[ 'createCol' .. s ]( unpack( a ) ) 
                setElementData( pColshape, 'zombieProof', true ) 
                addEventHandler ( 'onColShapeHit', pColshape,  
                    function ( pHitElement ) 
                        if getElementType( pHitElement ) == 'player' then 
                            if not bUseGunsInSavePlace then 
                                toggleControl ( pHitElement, 'fire', false ) 
                                toggleControl ( pHitElement, 'aim_weapon', false ) 
                                toggleControl ( pHitElement, 'vehicle_fire', false ) 
                            end 
                            if not bUseRunInSaveZone then 
                                toggleControl ( pHitElement, 'sprint', false ) 
                            end 
                            if not bUseJumpInSaveZone then 
                                toggleControl ( pHitElement, 'jump', false ) 
                            end 
                            if not bUseWeaponHudInSaveZone then 
                                showPlayerHudComponent ( pHitElement, 'weapon', false )  
                            end 
                            if not bUseAmmoHudInSaveZone then 
                                showPlayerHudComponent ( pHitElement, 'ammo', false )  
                            end 
                            if not bUseDamageInSaveZone then 
                                setElementData( pHitElement, 'damage', 'no' ) 
                            end  
                        elseif getElementType( pHitElement ) == 'ped' then -- check if the entered ped kill it   
                            killPed( pHitElement ) -- kill ped 
                        end  
                    end 
                )    
                addEventHandler ( 'onColShapeLeave', pColshape,  
                    function ( pLeaveElement ) 
                        if getElementType( pLeaveElement ) == 'player' then 
                            if not bUseGunsInSavePlace then 
                                toggleControl ( pLeaveElement, 'fire', true ) 
                                toggleControl ( pLeaveElement, 'aim_weapon', true ) 
                                toggleControl ( pLeaveElement, 'vehicle_fire', true ) 
                            end 
                            if not bUseRunInSaveZone then 
                                toggleControl ( pLeaveElement, 'sprint', true ) 
                            end 
                            if not bUseJumpInSaveZone then 
                                toggleControl ( pLeaveElement, 'jump', true ) 
                            end 
                            if not bUseWeaponHudInSaveZone then 
                                showPlayerHudComponent ( pLeaveElement, 'weapon', true )  
                            end 
                            if not bUseAmmoHudInSaveZone then 
                                showPlayerHudComponent ( pLeaveElement, 'ammo', true )  
                            end 
                            if not bUseDamageInSaveZone then 
                                setElementData( pLeaveElement, 'damage', 'yes' ) 
                            end   
                        elseif getElementType( pLeaveElement ) == 'ped' then -- check if the entered ped kill it 
                            killPed( pLeaveElement ) -- kill ped 
                        end 
                    end 
                ) 
            end 
        end 
        if bUseRadarArea then 
            for _, a in ipairs( aRadarAreaPlaces ) do 
                pRadarArea = createRadarArea ( unpack( a ) ) 
            end 
        end 
    end     
)  
  
  
  
  

META

    "Kenix" description="Advanced Anti Zombie" version="1.0.6" type="script" /> 
    

Help me please

Link to comment

no one?= what i mean is how to forbid the zombies in LS. I think I can do it with activating only spawn zombies by spawnpoint and placing spawns in LV and SF, but that will take a while. isn't there any way to do it easier? like an area like which I had posted above, but it works? because see, what happens now, they get killed but...:

xu4W4TE.png

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...