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prevent becomming a criminal - Printable Version

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prevent becomming a criminal - richm - 09-05-2014 07:40 AM

Hello

I've set up a custom region, and anyone entering that region is given a specific EVENT, when leaving the EVENT is taken away.

Is there a way to incorporate into this EVENT that fighting in this region is not a crime? i.e. to prevent any players from becoming a criminal for attacking another?

Also, can anyone explain what the areadef "arena" does?

Thanks
Rich Smile


RE: prevent becomming a criminal - kn4tseb - 09-06-2014 02:29 AM

u mean when doing criminal actions do not become the player a criminal?


RE: prevent becomming a criminal - XuN - 09-06-2014 02:33 AM

@Criminal


RE: prevent becomming a criminal - richm - 09-06-2014 05:14 AM

thank Smile


RE: prevent becomming a criminal - richm - 09-08-2014 07:34 AM

So I understand that if i use the trigger:

ON=@Criminal
RETURN 1

My players wont become a criminal for doing a criminal action, however will they still become "attackable" (grey) to someone they hit first? i.e. they will have an attacker memory?

Has anyone got a function that scans the players memory to .remove any attacker memories it comes across? As players may have more than 1 attacker memory I presume it would need some sort of loop in the function to keep checking? This is unfortunately out of my capabilities at the moment Sad


RE: prevent becomming a criminal - XuN - 09-08-2014 04:22 PM

You can take a look at @MemoryEquip trigger for items (@ItemMemoryEquip for chars). Any added memory is firing this trigger.

Edit: It is @MemoryEquip and not @LayerEquip.


RE: prevent becomming a criminal - Coruja - 09-11-2014 08:18 AM

try using ".region.arena 1" ingame on this region, or set ARENA=1 directly on the AREADEF script

I never used it and don't know if it works, but as the name suggests, this will turn the region into a "arena" and ppl can attack each other without being flagged criminal