A reliable Altis Life safe zone needs two separate controls: damage protection and weapon interception. Define the area with a marker radius or Eden trigger, disable damage for players and—if intended—their vehicles while they are inside, then use a Fired or FiredMan event handler to delete projectiles immediately. Handle PUT and THROW actions explicitly, place client setup in initPlayerLocal.sqf, and synchronize any authoritative state across machines. Code alone is not a complete policy: publish what conduct is prohibited and what staff will do when somebody shoots into, out of, or baits another player into the zone.
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What a safe zone must actually do
“Safe zone” can mean several different things in an Altis Life mission. Decide the scope before writing SQF. A technical implementation normally combines these functions:
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- Geometry: a named map marker with a radius, or an Eden/mission trigger with a configured shape and dimensions.
- Damage policy: players cannot receive damage while inside; optionally, vehicles, AI, remote-controlled units, and occupants receive the same protection.
- No-fire policy: a shot fired by a protected player is intercepted and its projectile deleted.
- Explosive policy: grenades, mines, satchels and other
PUTorTHROWactions are blocked rather than allowing a loophole around the bullet rule. - Multiplayer authority: the code runs on the machine that owns the affected object, and state changes are propagated where necessary.
- Persistence: protection is reapplied after respawn, revive, reconnect, player-object replacement, and vehicle entry or exit.
Damage immunity and weapon blocking are independent. allowDamage false does not stop a gunshot, explosion or grenade from being created; it only changes how damage is applied. Conversely, deleting a projectile does not make a player immune to a vehicle collision, an explosion created elsewhere, or an already-applied damage event.
Choose the zone geometry
Marker and radius
A marker/radius list is compact and easy to reuse from client event handlers. Create a map marker named safe, place it at the intended centre, and define its radius in mission code. A community pattern represents zones as marker/radius pairs such as ["safe",300]; the distance test then compares the player with getMarkerPos for each marker.
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missionNamespace setVariable ["TAG_safetyZones", [["safe",300]], true];
TAG_fnc_inSafeZone = {
params ["_unit"];
private _zones = missionNamespace getVariable ["TAG_safetyZones", []];
(_zones findIf {
(_unit distance2D (getMarkerPos (_x select 0))) < (_x select 1)
}) > -1
};
Use distance2D when altitude should not affect the boundary. The example treats the edge as outside because it uses a strict “less than” comparison. If your server wants the edge included, use a less-than-or-equal comparison everywhere, including trigger logic. Keep one definition of the boundary; mixing tests produces confusing cases where a player is immune but still allowed to fire, or vice versa.
Eden or mission trigger
A trigger is useful when the area is rectangular, elliptical or otherwise not a simple circle. In Eden, place a trigger, set its axis dimensions and shape, choose the activation side or “Anybody present,” and make it repeatable. Give it a variable name such as safeTrig. Put the damage changes in the activation and deactivation fields, not only in a one-time mission initializer, so the state follows players as they enter and leave.
// Activation field (starting pattern)
{
_x allowDamage false;
private _v = vehicle _x;
if (_v != _x) then { _v allowDamage false; };
} forEach thisList;
// Deactivation field (starting pattern)
{
_x allowDamage true;
private _v = vehicle _x;
if (_v != _x) then { _v allowDamage true; };
} forEach thisList;
This is a starting pattern, not a complete vehicle-management system. A trigger may see a unit but not every object you consider part of the protected group, and commands affecting a vehicle must execute where that vehicle is local. For production use, track occupants and protected vehicles explicitly, and decide what happens when a vehicle leaves while its driver remains inside.
Implement damage immunity without creating permanent god mode
Players
When a player enters a zone, call allowDamage false; when that player leaves, restore allowDamage true. Always provide the restoring path. A missed deactivation, disconnect, revive replacement or respawn can otherwise leave a character invulnerable for the rest of the session.
If your mission uses a marker/radius design instead of triggers, run a short state check and apply the change only when the inside/outside state changes. Do not repeatedly issue the command every frame. Store the last state in a unit variable, and reset it when the player object changes.
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Vehicles and occupants
Decide whether “safe” protects only the human player, the vehicle they are driving, passengers, or all vehicles parked in the area. Applying allowDamage false to the player does not automatically make the vehicle immune. Applying it to a vehicle does not necessarily protect a dismounted occupant. Cover both objects deliberately and restore both on exit.
Also document indirect effects. A protected player may still be moved by a collision, restrained, or affected by mission scripts unless those systems are separately disabled. A vehicle explosion that began outside the zone may already have damage queued when an object crosses the boundary.
Other entities
AI, remote-controlled units, drones and scripted props require an explicit policy. If they are protected, identify their owner and apply the command on the owning machine or through a controlled remote execution call. Do not assume that a client-side player check protects a server-owned AI unit.
Block bullets with a Fired event handler
A periodic trigger that checks the area cannot reliably catch a fast projectile between checks. The direct mechanism is a Fired or FiredMan event handler: it runs at the moment a weapon fires, tests the shooter’s location, deletes the projectile and displays a warning.
Put player-specific setup in initPlayerLocal.sqf when following the cited client pattern. Define the zone function before registering the handler, and make the handler idempotent so reconnects or framework initialization do not install duplicates.
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// initPlayerLocal.sqf
if (isNil "TAG_fnc_inSafeZone") then {
TAG_fnc_inSafeZone = {
params ["_unit"];
private _zones = missionNamespace getVariable ["TAG_safetyZones", []];
(_zones findIf {
(_unit distance2D (getMarkerPos (_x select 0))) < (_x select 1)
}) > -1
};
};
if (isNil "TAG_firedEh") then {
TAG_firedEh = player addEventHandler ["Fired", {
params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_gunner"];
if ([_unit] call TAG_fnc_inSafeZone) then {
if (!isNull _projectile) then { deleteVehicle _projectile; };
titleText ["Stop shooting in the safe zone!", "PLAIN", 3];
};
}];
};
The event-handler argument order includes the fired unit and projectile; naming every parameter makes later extensions less error-prone than relying on unexplained numeric indexes. The commonly circulated equivalent uses _this select 6 for the projectile. Keep the handler attached to the current player object: after respawn or revive, remove the old handler if necessary and attach it to the replacement object.
What this handler does—and does not do
It stops a player who is inside the zone from creating a projectile. It does not automatically stop a player outside the zone from firing toward the zone. If your rule is “no one may shoot into the protected area,” you need an additional projectile-position check or an authoritative mission system that evaluates shots crossing the boundary. Test both directions: inside-to-outside and outside-to-inside.
Deleting the projectile is not a substitute for a damage rule. An explosion, impact, or scripted damage source may be created by something other than the event you intercepted, so retain the damage protection for the objects that must be immune.
Cover grenades, mines and throwables explicitly
Bullets are only one bypass. Grenades, mines, satchels and other explosives may use PUT or THROW actions rather than the weapon path you tested. Add explicit handling for those actions in a FiredMan handler, and verify the weapon, muzzle and magazine values used by your Altis Life weapon configuration.
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params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_gunner"];
if ([_unit] call TAG_fnc_inSafeZone) then {
private _isThrowable =
(_weapon in ["Put", "Throw"]) ||
(_muzzle in ["PutMuzzle", "ThrowMuzzle"]);
if (_isThrowable || {!isNull _projectile}) then {
if (!isNull _projectile) then { deleteVehicle _projectile; };
titleText ["Explosives and throwables are disabled here.", "PLAIN", 3];
};
};
}];
The exact identifier exposed by a modded weapon can differ, so log the event arguments on a private test server and adjust the PUT/THROW test to your loadout. Some implementations restore the consumed magazine after deleting the projectile. If you do that, restore it only when the magazine was actually consumed and prevent duplicate magazines; otherwise a player can gain ammunition by repeatedly attempting a throw.
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Test every class your server permits: rifles, launchers, rockets, hand grenades, smoke, mines, satchels, tripwires and scripted explosive devices. A rule that blocks only rifle bullets is not a no-fire zone in practice.
Make multiplayer locality work
Arma object ownership can change. A player unit is normally local to that player’s client, while a vehicle, AI unit or server-created object may be local elsewhere. Commands that affect a remote object must run on the machine that owns it, or be propagated with a controlled remote-execution mechanism. A client-only event handler is therefore appropriate for intercepting that client’s own shot, but it is not an authoritative substitute for server state.
Use a clear division of responsibility:
- Client: attach the player’s fired handlers, show local warnings and perform the immediate projectile deletion for that shooter.
- Server: maintain the canonical list of enabled zones and any staff switch, validate state changes, and apply protection to server-owned vehicles or AI.
- Synchronization: broadcast zone definitions and enable/disable state, then reapply them when a player joins, respawns or receives a replacement unit.
A public variable set with broadcast enabled can distribute static marker/radius data, but state changes still need an agreed authority. If staff can temporarily disable a zone, replicate that switch rather than letting each client decide independently. Log who changed it and make the default state safe if synchronization fails.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Respawn, revive and reconnect handling
Altis Life frameworks frequently replace the player object. A handler attached to the old object disappears with it, and a new object may inherit neither damage state nor zone variables. Re-run setup after:
- normal respawn and custom spawn selection;
- revive systems that replace or recreate the unit;
- reconnect and
initPlayerLocal.sqfexecution; - entering or leaving a vehicle;
- teleport, fast travel or scripted relocation.
Use a per-player flag or stored handler ID to avoid duplicates. On every transition, calculate the current zone state from the new object, apply the correct damage setting, and attach the fired handlers once. If a player disconnects while protected, the server should clear any tracked vehicle or occupant entry rather than retaining an object reference indefinitely.
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Define boundary and conduct rules
Technical protection cannot answer every social dispute. Publish a short rule set beside the map location and in your server rules. A common Altis Life policy forbids hostile initiation, robbery, mugging, vehicle theft, ziptieing and unprovoked violence inside a safe zone. It also treats shooting out of a zone, baiting someone into it, or using the boundary to gain an unfair advantage as a loss of protection or a punishable offense.
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Adapt those terms to your own staff process. State whether police actions, arrests, evidence collection, accidental collisions, faction conflicts and ongoing pursuits are exceptions. Specify the punishment ladder and the evidence staff will review. The written rule must match the script: if the script protects vehicles but the rules do not, players will reasonably assume vehicle theft or ramming is allowed.
Implementation choices compared
| Decision | Marker/radius pattern | Trigger pattern |
|---|---|---|
| Boundary | Circular distance from one or more named markers | Configured rectangle or ellipse with Eden dimensions |
| Best use | Many zones sharing one reusable function | Irregular mission layouts or editor-managed areas |
| Damage control | State check applies allowDamage on transitions |
Activation and deactivation fields apply the setting |
| Weapon interception | Still requires a Fired/FiredMan handler; geometry alone does not delete projectiles |
|
| Vehicle scope | Must be coded and synchronized separately; neither method automatically protects every vehicle | |
| Maintenance | Custom SQF and marker naming discipline | Editor trigger configuration plus custom SQF for edge cases |
A framework module can reduce custom maintenance, but verify that it covers your intended interception classes, locality model and respawn flow. A simple client-only script is easy to deploy but easier to bypass or desynchronize. A server-authoritative design is stronger operationally, yet requires careful remote execution and ownership handling.
Test plan before going live
- Geometry: stand at the centre, just inside, exactly on the edge and just outside. Confirm the documented inclusive or exclusive boundary.
- Damage: test rifle fire, melee, falls, vehicle collisions and explosions while on foot and inside a vehicle.
- Fire direction: attempt shots from inside to outside and outside to inside. Confirm which behavior your policy promises.
- Explosives: test grenades, smoke, mines, satchels, launchers and every permitted
PUT/THROWitem. - Transitions: enter and leave on foot, drive across the edge, change seats, dismount, respawn, revive and reconnect.
- Multiplayer: use two clients plus the server; test a server-owned vehicle, a client-owned vehicle and an AI unit.
- State changes: toggle the zone if staff can disable it, then join a new client and verify that both clients receive the same state.
- Recovery: deliberately interrupt initialization and confirm that a player is not left permanently invulnerable or permanently blocked from firing after leaving.
Common failures and fixes
Players are immune but can still shoot
Damage immunity and firing interception were implemented as separate features, but only the first one is active. Register the event handler on the current player object in initPlayerLocal.sqf, and confirm that the zone function sees the same marker name and radius on every client.
Bullets are blocked but grenades work
The script handles ordinary Fired events but never tests PUT and THROW. Add a FiredMan path, inspect the actual event arguments for your weapon pack, delete the projectile and address magazine restoration without duplication.
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The zone list or enable switch is local to one machine, or a remote object command ran where the object was not local. Broadcast the canonical state, apply commands on the owner, and test with separate clients rather than only in a single-player preview.
Protection disappears after revive
The revive system replaced the unit, taking its event handlers and damage state with it. Run the same setup routine after the replacement and guard it against duplicate handler registration.
A fast projectile gets through
A periodic trigger is being used as the only interception method. Keep the fired event handler for the shooter, and add a deliberate projectile-position system only if your policy also requires blocking shots fired from outside the zone.
Quick Recap
Recommended deployment order
- Create and name every marker or trigger, then write down its radius or dimensions and boundary rule.
- Publish the zone definition to clients and define one canonical enabled/disabled state.
- Implement and test player damage transitions, including the restoration path.
- Add the bullet event handler in
initPlayerLocal.sqf. - Add explicit
PUT/THROWand explosive handling, tuned to the server’s weapon classes. - Add vehicle, AI and remote-object protection only after ownership is understood and tested.
- Reapply setup after respawn, revive, reconnect and vehicle transitions.
- Run the multiplayer test matrix, then publish the conduct and enforcement rules with the zone’s map name.
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