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A reliable Altis Life safe zone needs two separate controls: a damage policy and a weapon-interception policy. Define the area with a marker/radius pair or an Eden trigger, disable damage for the objects your rules protect, and use a Fired or FiredMan event handler to remove projectiles immediately. Handle PUT and THROW actions separately, then account for locality, respawn, vehicles, reconnects and the server’s written rules.

What a safe zone must actually do

“Safe zone” can mean several different things in an Altis Life server. Decide which promises you are making before writing SQF:

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  • No damage: protected players cannot be injured while inside the area.
  • No firing: shots fired from inside the area are intercepted before they can hit anything.
  • No explosives or throwables: grenades, mines, satchels and other PUT/THROW actions are blocked, not merely bullets.
  • Vehicle protection: vehicles and their occupants receive the same protection, including vehicles parked in the zone.
  • Conduct protection: robbery, mugging, hostile initiation, vehicle theft, ziptieing and unprovoked violence are prohibited by server rules.

Damage immunity and weapon blocking are independent. allowDamage false does not stop a player from firing, and deleting a projectile does not prevent every indirect effect unless explosive and throwable actions are covered. Treat the implementation as a collection of policies rather than one “safe-zone switch.”

Choose the zone geometry

Named marker and radius

A marker/radius scheme is easy to edit and works well when every zone is circular. Give each map marker a stable name and pair it with a radius in metres:

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#define SAFETY_ZONES [["safe",300],["hospital",120],["police_station",90]]

The first value is the marker name returned by getMarkerPos; the second is the radius. A player is inside when the distance to the marker centre is less than the configured radius. Keep the names in one shared configuration so the damage logic and firing logic cannot silently use different boundaries.

Eden or mission triggers

Use a trigger when the area is rectangular, elliptical, rotated, or otherwise does not fit a circle. Configure its dimensions and activation in Eden or in the mission file, then attach activation and deactivation code. Triggers are also useful when staff need to move or resize a zone visually without editing several scripts.

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Do not mix a marker radius in one handler with a differently sized trigger in another. Pick one boundary test for each zone and document the edge rule. For example, a strict “less than” test excludes the exact radius, while “less than or equal to” includes it. Whichever rule you choose, use it everywhere.

Disable damage for the objects you intend to protect

Player protection

On trigger activation, set the local player’s damage permission to false; on deactivation, restore it:

// Trigger: On Activation
player allowDamage false;

// Trigger: On Deactivation
player allowDamage true;

This is a starting pattern, not a complete Altis Life module. The player object can be replaced after death, revive, respawn or reconnect, so the setting must be reapplied to the current object. If your framework moves a player into a new unit, an old object’s state does not automatically transfer.

Vehicles and occupants

Decide whether protection follows the person, the vehicle, or both. A player who walks into a protected zone may be immune while the vehicle outside remains vulnerable. Conversely, a protected vehicle may need immunity while its occupants enter and leave. Explicitly test these transitions and apply the policy to the current vehicle and its occupants according to your server’s authority model.

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Do not assume that protecting the driver protects every vehicle component or every passenger. Define whether parked vehicles, aircraft, boats, remote-controlled units and AI are included. If a rule promises “vehicles are invulnerable,” implement and test that promise rather than relying on a player-only allowDamage call.

What setDamage does—and does not do

Bohemia documents setDamage as a command that sets damage on a 0-to-1 range. It is useful as a command-level primitive, but it is not a safe-zone policy: setting damage to zero once does not stop later hits, explosions or script-driven damage. Use the appropriate damage permission and interception logic, and reserve explicit damage-setting for a clearly defined recovery or initialization action.

Block bullets with a fired event handler

A periodic trigger can notice that a player is in a zone, but it may miss a fast projectile already in flight. A Fired or FiredMan event handler runs when the weapon fires, so it can remove the projectile immediately.

#define SAFETY_ZONES [["safe",300]]

player addEventHandler ["Fired", {
    if ({
        (_this select 0) distance getMarkerPos (_x select 0) < (_x select 1)
    } count SAFETY_ZONES > 0) then {
        deleteVehicle (_this select 6);
        titleText ["Stop shooting in the safe zone!", "PLAIN", 3];
    };
}];

In this pattern, _this select 0 is the firing unit and _this select 6 is the projectile object supplied by the fired event. The handler checks every configured marker/radius pair; if any contains the shooter, it deletes the projectile and displays a warning.

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Install client player setup in initPlayerLocal.sqf when using a client-side pattern like this. Ensure the handler is added once per player object. Adding it repeatedly after every menu open or vehicle transition creates duplicate warnings and duplicate work.

A bullet-only handler is not a complete no-fire policy. Different ammunition and weapon classes can have different effects, and indirect damage can occur after a projectile has left the weapon. Use the event handler as the direct interception layer, then add explicit checks for throwables and explosives.

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Stop grenades, mines, satchels and throwables

Grenades and other hand-thrown items can bypass a rule written only for ordinary gunfire. The event data identifies the action type, and a robust policy checks PUT and THROW separately. If your handler allows the action to consume a magazine before rejecting it, restore the consumed magazine or otherwise reconcile the player’s inventory according to your framework.

player addEventHandler ["FiredMan", {
    params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile"];

    private _inside = {
        params ["_object"];
        ({
            _object distance getMarkerPos (_x select 0) < (_x select 1)
        } count SAFETY_ZONES) > 0
    };

    if ([_unit] call _inside) then {
        deleteVehicle _projectile;
        titleText ["Weapons and explosives are disabled in this zone.", "PLAIN", 3];
    };
}];

The example illustrates the interception point; adapt the action-type and inventory handling to the exact event data and Altis Life framework version you run. Verify bullets, rockets, grenades, mines, satchels and every throwable class you permit elsewhere. A mine placed before entering the zone may still exist, so decide whether entering a zone removes existing explosives, merely prevents new placement, or leaves them subject to normal damage rules.

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Make locality and authority explicit

Arma 3 object ownership can change. A command that affects a remote object may do nothing on the machine that issued it, or may produce a state that only one client sees. Bohemia’s locality guidance is therefore central to safe-zone design: run object-affecting commands where the object is local, or propagate the action with remote execution when your architecture requires it.

A practical split is:

  • Client setup: install a player’s local fired handler in initPlayerLocal.sqf, and re-install it when the framework creates a replacement player object.
  • Authoritative decisions: keep enable/disable switches, punishments and persistent zone state on the server or in the framework’s authoritative layer.
  • Remote effects: execute changes on the machine that owns the protected vehicle or unit, rather than assuming the server can directly change every client-owned object.
  • Synchronization: distribute configuration and state consistently so every client tests the same marker names, radii and enabled/disabled status.

Do not treat a client-only warning as proof that the server rejected an action. A malicious or modified client can bypass local code. If the safe zone is an enforcement boundary, validate important consequences server-side and log violations through the same authority that applies punishments.

Implement the feature in a controlled sequence

  1. Write the policy first. List protected people, vehicles, AI, remote-controlled units, weapons, explosives and acceptable exceptions. Decide whether protection is active at all times or controlled by staff.
  2. Create the geometry. Add named markers with radii, or configure Eden/mission triggers with exact dimensions and orientation. Record the chosen edge rule.
  3. Centralize configuration. Define one zone list or one trigger-variable convention. Avoid copying different radii into separate scripts.
  4. Add damage transitions. On entry, apply the damage policy to the current player and any in-scope vehicle. On exit, restore normal damage. Handle repeated entry and exit without stacking state changes.
  5. Add the firing handler. Register it once for each current player object, test the zone calculation, delete the projectile and show a concise warning.
  6. Add explosive handling. Cover PUT, THROW, mines, satchels, grenades, rockets and any custom weapon classes. Decide how inventory is restored after a rejected action.
  7. Connect lifecycle events. Reapply protection after respawn, revive, reconnect, player-object replacement and vehicle entry/exit where your policy requires it.
  8. Apply locality rules. Move remote-object commands to the owning machine or use the framework’s approved remote-execution path. Synchronize any enable/disable switch.
  9. Publish the conduct rules. State what protection covers, what it does not cover, which actions are forbidden and how staff enforce violations.
  10. Test with logging enabled. Verify each path below on a staging mission before deploying to the live server.

Boundary and gameplay decisions to document

Inside-to-outside and outside-to-inside fire

Test a player firing from inside toward an outside target and a player outside firing toward someone inside. Your no-fire handler normally blocks only the shooter who is inside; damage immunity may protect the person inside from the incoming shot. If the rule intends to prohibit outside shooters from attacking the zone, add an explicit target or projectile policy and validate it server-side.

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Zone edge behavior

Use the same distance or trigger-area calculation for entry, exit, damage and firing. Rapid movement across the boundary can otherwise create a visible mismatch: one script considers the player safe while another considers the player outside. Document whether the boundary is inclusive and whether a player must be fully inside, have their centre inside, or have their vehicle overlap the area.

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Vehicles, occupants and parked assets

Choose one of these understandable models: protection follows the player; protection follows the vehicle; or both are protected whenever either intersects the zone. Test driving in, driving out, changing seats, exiting a vehicle and entering a vehicle whose position differs from the player’s position.

AI and remote-controlled units

AI and remote-controlled units may have different locality and event-handler behavior from a human player. If they are protected, apply a deliberate server-authoritative rule; do not imply that a player-local handler covers them.

Existing hazards

Decide what happens to a grenade, mine or satchel created before entry. Options include leaving it active, removing it on entry, or marking the area unsafe until it expires. State the choice clearly because “no explosives in the zone” can otherwise be interpreted as either no new placement or no explosive effect at all.

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Write rules that match the code

Technical protection is not a substitute for conduct rules. A typical Altis Life ruleset forbids hostile initiation, robbery, mugging, vehicle theft, ziptieing and unprovoked violence in a safe zone. It may also treat shooting out of a safe zone or deliberately baiting another player into one as a loss of protection. Adapt those concepts to your staff structure and punishment process.

  • Define the exact map areas covered and how the boundary is judged.
  • Say whether police, medics, staff and scripted events have exceptions.
  • Explain that players cannot use the zone to initiate an attack from safety, lure someone across the boundary, or evade an ongoing interaction.
  • State whether protection applies to vehicles, passengers, AI, aircraft and boats.
  • Specify evidence, logging, staff review and penalties for violations.

Keep the written rule and implementation synchronized. If the rule says explosives are forbidden but the code handles only bullets, players will experience an apparent loophole rather than a safe zone.

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Test matrix before going live

  • Walk, sprint and drive across every boundary from both directions.
  • Fire pistols, rifles, launchers and custom ammunition from inside the zone.
  • Fire from outside toward a protected player, vehicle and parked vehicle.
  • Throw grenades and other THROW items; place mines and satchels through PUT actions.
  • Check whether rejected actions consume ammunition or magazines, and confirm the intended restoration behavior.
  • Enter and leave in a vehicle, change seats, exit, re-enter and destroy or replace the vehicle outside the zone.
  • Die, revive, respawn, reconnect and receive a replacement player object.
  • Test multiple clients simultaneously so one player’s local state cannot be mistaken for global protection.
  • Test staff enable/disable controls and reconnect while a zone is disabled or re-enabled.
  • Inspect server and client logs for duplicate handlers, locality errors and unsynchronized configuration.

Compare implementation choices

Decision Lightweight client pattern Stronger coordinated design
Boundary Named circular marker and radius Eden/mission trigger with explicit dimensions, or a shared geometry service
Damage scope Current local player Players plus explicitly owned vehicles, occupants, AI and other declared objects
Interception Fired handler deleting the projectile Fired handling plus explicit PUT/THROW and explosive-class policy
Execution Client-side setup in initPlayerLocal.sqf Client interception combined with server-authoritative state, validation and logging
Persistence Reapply after player replacement when remembered Lifecycle hooks for respawn, revive, reconnect, vehicle transitions and configuration changes
Maintenance Small custom SQF surface More code and testing, but clearer guarantees and enforcement

The lightweight approach is suitable for a small, trusted mission where local protection is acceptable. A public role-play server should prefer coordinated state and server validation because locality changes, reconnects and modified clients can expose gaps.

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Troubleshoot common failures

Players take damage inside

Check that the current player object received allowDamage false, that the trigger actually activated, and that the deactivation code did not run immediately because of a mismatched boundary. If the hit affects a vehicle or another object, verify that your policy protects that object rather than only the player.

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Shots still leave the weapon

Confirm the event handler was installed once on the current player, the zone list uses existing marker names, and the distance calculation uses the same geometry as the trigger. A periodic trigger alone is not a dependable projectile-interception mechanism for fast rounds.

Grenades or mines bypass the zone

Check the separate PUT and THROW paths and the weapon classes used by your mission. Bullet deletion does not automatically cover hand-thrown or placed explosives.

One client is protected but another is not

Investigate locality and synchronization. The command may have run on a machine that does not own the object, or the client may have stale zone configuration. Move the state change to the correct owner or use your approved remote-execution mechanism.

Protection disappears after death or reconnect

Re-register the handler and reapply the damage state after respawn, revive, reconnect and player-object replacement. Do not assume an old object’s event handlers survive creation of a new unit.

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Players exploit the boundary

Make the edge rule explicit, use one calculation everywhere, and write a conduct rule covering shooting out, baiting into the zone and evading an interaction. Technical immunity should not become an unintended tactical advantage.

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