Updated Safe Zones

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Andrew
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Updated Safe Zones

Post by Andrew » Tue Jan 15, 2008 6:23 pm

Zone: fprt_west_militia
From
- safe_x: 0
- safe_y: 0
- safe_z: 0
To
+ safe_x: 135
+ safe_y: -16
+ safe_z: 129

chrrox
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Darklight Wood

Post by chrrox » Sun Apr 06, 2008 6:55 am

Here are the valid start off / safe zone cords.
X -408 , Y -63 , Z 252.722

LethalEncounter
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Post by LethalEncounter » Sun Apr 06, 2008 9:43 am

Updated, thanks.

link2009
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Post by link2009 » Sun Apr 06, 2008 3:13 pm

So as long as I just zone in on live and get the co-ords, those are considered safe coords?
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LethalEncounter
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Post by LethalEncounter » Sun Apr 06, 2008 3:25 pm

safe coords should be an area of the zone that is safe for everyone, such as an area next to a major zone line

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Zcoretri
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Post by Zcoretri » Mon Apr 07, 2008 9:26 am

link2009 wrote:So as long as I just zone in on live and get the co-ords, those are considered safe coords?
Sometimes that is true, but some zones have safe co-ords different from zone in...just die, evac or fall through the world to find those :)
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reliablefr
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Re: Updated Safe Zones

Post by reliablefr » Sun Dec 09, 2012 7:58 pm

So as long as I just zone in on live and get the co-ords, those are considered safe coords?









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xinux
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Re: Updated Safe Zones

Post by xinux » Tue Dec 11, 2012 6:24 pm

Yes that is correct
EQ II - Build=1360 (Orig) - Build=1360 (DoF) - Build=2654 (KoS) - Build=3375 (Classic) - Build=3554 (EoF)
EQ II - Build=4412 (RoK) - Build=5122 (TSO) - Build=6118 (SF) - Build=7628 (DoV) - Build=8295 (Aod)

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John Adams
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Re: Updated Safe Zones

Post by John Adams » Wed Dec 12, 2012 7:53 am

reliablefr wrote:So as long as I just zone in on live and get the co-ords, those are considered safe coords?
As Xinux said, that is the general rule. If you land on your feet and can see stuff, that can certainly be the zone's "safe" x,y,z - or "default coords".

You can zone in from multiple other locations that are not called "safe" - but destination coords in the Transporters configurations. Ie, taking a map travel to Antonica, leaving Qeynos, Exiting Blackburrow, leaving Thundering Steppes.

You could also set your zone's "safe" coords to be somewhere dead center, so you can run to anywhere else quickly. It's totally your choice.

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jakalecax
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Re: Updated Safe Zones

Post by jakalecax » Mon Mar 11, 2013 11:26 am

When players use /zone westfreeport default coords place a character inside wall geometry that they cannot get out of.

The bad /loc is +89.45, -22.01, +42.56, orientation (doesn't matter i reckon) was around 280-ish

Interestingly, while wiggling in an attempt to free himself, Zkar got a Swimming skillup.

Those silly Iksars... so naturally good at swimming... they can do it on dry land!

Meh~

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