When I want to block players from getting flags that others have earned, I just use a deathguard or a proximity banisher to block anyone some accessing the section of the zone that the flag is attained from. There are many ways to spawn the guards, but I normally use either EVENT_ATTACK, Timers, or an NPC that the players have to speak with to tell the event to start. Once that happens, the NPC or the Boss spawns some NPCs that will block off the path to reach that area of the zone.
You can look at the Vox/Naggy scripts for good proximity quests that will move a player to another zone, or somewhere else in the same zone to prevent them from making it to the flag NPC. You can also spawn guards that hit for 32K with insane attack speeds, good agro ranges, and very high Accuracy and Attack Ratings. Then, just have the guards on the same faction so that they will share agro and have them close enough so that they do. I normally set 1 guard to run very fast and the other to be perma-rooted. That way, people can't just have a monk pull both of the guards out of the way so others can get through. Even if they can make it past the rooted guard, they will get agro from the running one as soon as it gets back to within range of the rooted one for agro to share.
If I really want to make sure players don't pass an area of a zone, I will use both proximity banishers and death guards together and then players don't stand much of a chance in making it through. That is because there is a slim chance that a FD class could make it past the guards and FD without getting killed, but adding the proximity banisher in there will keep that from happening. Make sure the death guards see invis, ITU, as well as hide and improved hide as well to keep rogues out.
If you do that, then you shouldn't have to worry much about locking the zone to keep others out.
If you are making an encounter that only requires a max of 1 single group, you could also use the move group quest command to move the entire group to the flagging area that is blocked off and then you could skip the part of having to spawn the death guards and proximity banisher. You could have it so that the first group to speak with the group teleporting NPC will get moved and then have the teleporter depop for 2 hours
There are quite a few ways you can come up with to keep others from getting flags without having to lock out the whole zone.
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