The last safe zone mod you'll ever need. Any shape you want, an alarm ring, no invulnerable firing positions, and full setup live in the Game Master.
Players now
61
Servers
23
Rating
100%
2 votes
Subscribers
-
2,934 downloads
Busiest servers running it 23 in total
All serversPlayers on servers with it
daily, last 30 days
Details
- Author
- Seebie90 I Nomad
- Version
- 1.0.0
- Size
- 2.1 MB
- Licence
- APL
- Game version
- 1.8.0.10
- Likes
- 0 / 0 dislikes
- Published
- 13 Aug 2026
- Updated
- 1 month ago
- Workshop ID
- 6A1956951A3B100B
Recent adoption
30 days: +46 −35 ↑0
- + [MEX][LATAM]RENACIMIENTO: MILSIM/OPERATIONS 1.0.0 1d ago
- − [MEX][LATAM]RENACIMIENTO: MILSIM/OPERATIONS 1.0.0 1d ago
- + ROMULAND ~UHC~DRONES~PVP~CROSSPLAY~NOGEARRESTRICTIONS~INFUNTRY 1.0.0 1d ago
- + [MEX][LATAM]RENACIMIENTO: MILSIM/OPERATIONS 1.0.0 2d ago
- + [NEW] STC | Sign the Contract | EU | UHC | Ukraine | Crossplay 1.0.0 2d ago
- − [MRR] | 1MRB | 1st Marine Raider Battalion | Conflict #1 1.0.0 2d ago
- − [EU1] Modern Conflict PvP-Zimnitrita|3PP|Crossplay|3PP|NEW SERVER 1.0.0 3d ago
- + [EU1] Modern Conflict PvP-Zimnitrita|3PP|Crossplay|3PP|NEW SERVER 1.0.0 4d ago
- − T.F.S ITA MILSIM MAIN 1.0.0 4d ago
- − OP.NAJD AI Realist | Sobrevivencia | LATAM | Discord 1.0.0 5d ago
- + OP.NAJD AI Realist | Sobrevivencia | LATAM | Discord 1.0.0 5d ago
- − NSC | No Second Chances | DEV TEST 1.0.0 5d ago
Required by
3Often used with
8Version history
10-
v1.0.0 2.1 MB 16 Aug 2026
GTG Safe Zone -- update FIXED: WEAPONS COULD NOT BE DRAWN INSIDE A ZONE Console players reported that standing in a safe zone made it impossible to equip or draw a weapon at all. It affected everyone, but on a keyboard it usually went unnoticed because the weapon tends to be up already on entry. The fire block was a timed engine lock, refreshed every frame. Vanilla uses that call in exactly one place -- after a gadget is put away -- and in that state the animation layer also holds the weapon down. Refreshed every frame it meant anyone inside a zone was permanently in the engine state "just stowed the binoculars". Removing it was not an option: without it, firing inside the zone worked again. Clearing the fire input does not hold for a player, because it is a per-frame flag and the shot has already gone off by the time the check runs. Grenades and melee stay blocked either way -- those can be cancelled mid-motion, a shot cannot. The lock is now applied to players only once the weapon is raised. A weapon that is not in hand cannot be raised, so equipping and drawing stay free and the lock arms only afterwards. AI keeps the unconditional lock. Consequence to expect: inside a zone the weapon cannot be held raised, it sinks back down. That is the block doing its job, not a glitch. Verified on the live server: weapon draws on controller and keyboard, firing blocked with both, grenade throw still cancelled at the pin.
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v0.1.15 2.1 MB 16 Aug 2026
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v0.1.14 2.1 MB 16 Aug 2026
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v0.1.13 2.1 MB 16 Aug 2026
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v0.1.12 2.1 MB 15 Aug 2026
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v0.1.11 2.1 MB 15 Aug 2026
Description from the Workshop
MOST SAFE ZONES ARE A CIRCLE AND A DAMAGE FILTER. THIS ONE ISN'T. A sphere with damage set to zero works until your base isn't a circle — and no base is. You either leave half your spawn open or swallow the enemy's approach with it. And if only damage is cancelled, players inside still shoot out while being immortal. ANY SHAPE YOU WANT Place corner points (2) one after another and they form the outline. Three minimum, no maximum, and the shape may be CONCAVE — cut a notch around a hillside, follow a wall, leave a corridor open on purpose. Look at the indentations in the image: no circular zone can do that. One master prefab (1) sits anywhere inside and carries every setting. Around the outline lies the alarm ring (3). IT BLOCKS THE ACTION, NOT THE DAMAGE Inside a quiet zone weapons don't fire, melee doesn't swing, mines and charges can't be placed. Nothing is absorbed after the fact — the attempt is stopped, and the player is told why. Everyone protected inside is invulnerable. THE ALARM An enemy crossing the ring releases weapons FOR EVERYONE, defenders included, while invulnerability stays. Your base defends itself the moment it is threatened, and the attacker cannot hide behind your own zone. Clears itself after a configurable hold time. SHOOT FROM INSIDE, LOSE YOUR PROTECTION The part most safe zones get wrong: cancel damage only and the zone becomes an invulnerable firing position. Here, anyone landing a hit from inside forfeits protection until they leave — the shooter AND the vehicle they sit in, because a turret shot reports the gunner as the attacker, not the tank. Not optional. OPTIONAL DAMAGE REFLECTION (off by default) - separate shares for shooter and vehicle, so you can spare either - the vehicle is destroyed before the shooter dies - per-vehicle cooldown, so one burst doesn't wreck it instantly - fire damage can be excluded EXPLOSIVES Charges inside don't detonate. Not planted outside and driven in, not triggered from outside, not trigge...