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ATY Scripts/Docs/Zone Creator/Access & Entry

Access & Entry

"No-entry" zones use a 3-layer system so a player physically cannot stay in a restricted area — and it's enforced on the server, not the client.

The 3 layers

  1. Invisible barrier — as a denied player pushes against the edge, they're gently held out (position restored a few times a second). No teleport jerk.
  2. Countdown eject panel — if they get inside anyway (spawn, noclip, etc.), a liquid-glass warning shows a countdown; when it hits zero they're moved out.
  3. Server enforcement — the server itself sets the player's coordinates, so a modified client can't skip it.

The warning panel shows a reason (banned, group not allowed, keycard required, door code required, zone full, toll/rent unaffordable…).

Access gates (Access & Schedule section)

Gate Behavior
Scheduled Zone Active only on selected days between From and To times.
Event-Bound Enabled manually for events.
Keycard Requires an inventory item to enter (e.g. lab_keycard).
Password Prompts a door-code dialog (styled NUI, not the GTA keyboard). The correct code never leaves the server.
Max Capacity Caps how many players can be inside; admins are notified when it fills.

Economy gates (Economy section)

Gate Behavior
Toll / Entry Fee Charged on every entry; can't pay → ejected.
Rent / Property Charged once per session; can't pay → ejected.

Group gates (Group Settings section)

Rule Behavior
No Entry The group cannot enter at all.
Auto Kick Members entering are dropped (with a reason).
Notify Admins Online admins get a heads-up when a member enters.
Bypass Groups Listed jobs/gangs skip the restrictions (e.g. police through a locked area).
The **password code is validated server-side** and rate-limited (3 tries / 30s). The expected code is never sent to the client.

Notifications

Enter/Exit notifications come from the Triggers section (custom text) or the default Config.DefaultNotify messages. All notification text is localized.

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