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Updated Safe Zones

Posted: Tue Jan 15, 2008 6:23 pm
by Andrew
Zone: fprt_west_militia
From
- safe_x: 0
- safe_y: 0
- safe_z: 0
To
+ safe_x: 135
+ safe_y: -16
+ safe_z: 129

Darklight Wood

Posted: Sun Apr 06, 2008 6:55 am
by chrrox
Here are the valid start off / safe zone cords.
X -408 , Y -63 , Z 252.722

Posted: Sun Apr 06, 2008 9:43 am
by LethalEncounter
Updated, thanks.

Posted: Sun Apr 06, 2008 3:13 pm
by link2009
So as long as I just zone in on live and get the co-ords, those are considered safe coords?

Posted: Sun Apr 06, 2008 3:25 pm
by LethalEncounter
safe coords should be an area of the zone that is safe for everyone, such as an area next to a major zone line

Posted: Mon Apr 07, 2008 9:26 am
by Zcoretri
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 :)

Re: Updated Safe Zones

Posted: Sun Dec 09, 2012 7:58 pm
by reliablefr
So as long as I just zone in on live and get the co-ords, those are considered safe coords?









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Re: Updated Safe Zones

Posted: Tue Dec 11, 2012 6:24 pm
by xinux
Yes that is correct

Re: Updated Safe Zones

Posted: Wed Dec 12, 2012 7:53 am
by John Adams
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.

Re: Updated Safe Zones

Posted: Mon Mar 11, 2013 11:26 am
by jakalecax
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~