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syco

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  1. Like
    syco got a reaction from DuMa in SERVER HACKED PLEASE HELP   
    Shawn why are you here? You are one of the people hacking these servers when you tried to take all of "FEAR GAMING SERVERS PAYPAL MONEY" about 1 week ago. Go ahead and act like you are not part of it. Was that $100 worth it shawn?
    The best part is back last year when your server "RED Overpoch" was getting smashed in you come to me for help. I provided info on how to stop it and you was too dumb to even apply the filter with a tutorial on how to do it. Yet i'm the one who can't stop shit? Yes, Dami has showed me a lot. Many ways to stop hackers. You have to get help from someone that know what they are doing. After awhile you learn how to do it yourself.
    I might spend 2 minutes making this post then off to hang out with friends and do real stuff. I don't have time to spend on this game anymore. Sorry to those that need help with this kind of stuff.
  2. Like
    syco got a reaction from Hooty in SERVER HACKED PLEASE HELP   
    Shawn why are you here? You are one of the people hacking these servers when you tried to take all of "FEAR GAMING SERVERS PAYPAL MONEY" about 1 week ago. Go ahead and act like you are not part of it. Was that $100 worth it shawn?
    The best part is back last year when your server "RED Overpoch" was getting smashed in you come to me for help. I provided info on how to stop it and you was too dumb to even apply the filter with a tutorial on how to do it. Yet i'm the one who can't stop shit? Yes, Dami has showed me a lot. Many ways to stop hackers. You have to get help from someone that know what they are doing. After awhile you learn how to do it yourself.
    I might spend 2 minutes making this post then off to hang out with friends and do real stuff. I don't have time to spend on this game anymore. Sorry to those that need help with this kind of stuff.
  3. Like
    syco got a reaction from juandayz in Anti campers around traders cities   
    They will just use this to dupe. Getting kicked to the lobby is not a punishment anyways. lol wtf are you guys thinking.
    You are making this much harder then it needs to be.
  4. Like
    syco got a reaction from PryMary in Adding metal floors to wholesale trader   
    (ID,[item],item quantity,[buy price],[sell price],tid)
    INSERT INTO `Traders_DATA` VALUES(11000,'["metal_floor_kit",1]', 250, '[2,"ItemBriefcase100oz",1]', '[1,"ItemBriefcase100oz",1]', 0, 555, 'trade_items');
    INSERT INTO `Traders_DATA` VALUES(11001,'["metal_floor_kit",1]', 250, '[2,"ItemBriefcase100oz",1]', '[1,"ItemBriefcase100oz",1]', 0, 636, 'trade_items');
    This will put 250 metal floors for two briefs buy and one brief sell into both wholesalers for chernarus map.
    If you are running a different map then you will need to change the tid's (555,636) to the correct ones.
    You should do as Kelso000 said and use config traders. Much faster loading.
  5. Like
    syco got a reaction from theduke in Custom Earplugs   
    Edit your description.ext. Be sure RscStructuredText is inside your Define.hpp. Be sure to change the paths as you see i got them "Path\To\FileName" as a example
    #include "Path\To\defines.hpp" class RscTitles { class EarPlugs { idd = -1; fadeout=0; fadein=0; onLoad = "uiNamespace setVariable ['EarPlugs', _this select 0]"; duration = 10e10; name= "EarPlugs"; controlsBackground[] = {}; objects[] = {}; class controls { class EarPlugs : RscStructuredText{ idc = 1; size = 0.040; text = ""; colorBackground[] = { 0,0,0,0 }; x = 0.85 * safezoneW + safezoneX; y = 0.91 * safezoneH + safezoneY; w = 0.2; h = 0.2; }; }; }; }; 
    Edit your dayz_spaceInterrupt.sqf. Add this code right below the // Disable ESC after death block of code
    if (_dikCode == 0x16) then { if (isNil 'EARPLUGS') then { EARPLUGS = false; }; EARPLUGS = !EARPLUGS; if (EARPLUGS) then { 1 fadeSound 0.25; ((uiNamespace getVariable "EarPlugs") displayCtrl 1) ctrlSetStructuredText parseText "<t size='4' align='right' valign='middle'><img image='Path\To\earplugs.paa' /></t>"; } else { 3 fadeSound 1; ((uiNamespace getVariable "EarPlugs") displayCtrl 1) ctrlSetStructuredText parseText ""; }; }; 
    Edit to your init.sqf. Add this inside the  if (!isDedicated) then  block of code.
    [] spawn { waitUntil { sleep 1; !isNil ("PVDZE_plr_LoginRecord") }; 6 cutRsc ["EarPlugs", "PLAIN"]; }; 
    Now all you need to do is get the earplugs.paa.
  6. Like
    syco got a reaction from DangerRuss in ESS V2   
    Try this fix for halo spawning putting the player in debug
     
  7. Like
    syco got a reaction from Rotzloch in Players no longer take fall damage   
    In current version you need to open Ahconfig.sqf and find
    _blockDamageFrom =On the next line you will see
    '', // This might also block fall damageRemove that whole line
    Also you might want to remove some more stuff like
    'SmallSecondary', // also happens when a vehicle explodes 'HelicopterExploSmall','HelicopterExploBig', 'PipeBomb','TimeBomb', 'Mine','MineE', 'GrenadeHand','GrenadeHand_stone','grenadecore',Most servers have satchel charges, mines and all have hand grenades. If you don't remove them infiSTAR will block the damage. There are many more that should be removed if you have a vehicle or weapon on your server that does damage that is listed in the blocked list.
    This is my list
    _blockDamageFrom = [ 'R_57mm_HE','M_9M311_AA', 'M_AT2_AT','G_30mm_HE','M_AT5_AT','M_AT6_AT','M_AT9_AT','M_AT13_AT','B_23mm_AA','Bo_GBU12_LGB','Bo_FAB_250','M_Ch29_AT','Sh_122_HE','Sh_125_SABOT','Sh_125_HE','R_Hydra_HE', 'B_30mmA10_AP','B_25mm_HE','R_GRAD','B_23mm_APHE','M_Hellfire_AT','B_145x115_AP','Sh_105_HE','B_20mm_AA','B_20mm_AP','B_30x113mm_M789_HEDP','Sh_120_SABOT','Sh_120_HE', 'M_Maverick_AT','Bo_Mk82','R_MLRS','M_R73_AA','R_80mm_HE','R_S8T_AT','M_Sidewinder_AA','M_Sidewinder_AA_F35','R_OG9_HE','M_Stinger_AA','M_TOW_AT','M_TOW2_AT', 'M_Vikhr_AT','B_127x108_APHE','Sh_85_AP','Sh_85_HE','ARTY_Sh_122_HE','ARTY_Sh_122_WP','ARTY_Sh_105_HE','ARTY_Sh_105_WP','ARTY_Sh_81_HE','ARTY_Sh_81_WP','ARTY_Sh_82_HE','ARTY_Sh_82_WP', 'ARTY_R_227mm_HE_Rocket','ARTY_R_120mm_HE_Rocket' ]; 
  8. Like
    syco got a reaction from MatthewK in [HELP] New random vehicle spawns causing error   
    You need more vehicles possible in your dynamic_vehicle.sqf. If MaxVehicleLimit = is higher then what is possible in dynamic_vehicle.sqf you will get that error. Added more vehicles to dynamic_vehicle.sqf or just increase the number next to each one or lower the MaxVehicleLimit = in your MPmission\init.sqf. The errors will go away. 
  9. Like
    syco got a reaction from shote in Tow / Lift Vehicle   
    Open the config.sqf and search for LOG_CFG_CANLIFT. Make sure the class name of the heli you are trying to use to lift is in the list. Also check if the vehicle you are trying to lift is in the list of LOG_CFG_ISLIFTABLE.
    Are you buying any vehicle from the trader then trying to lift it or lift with it? Are you spawning these vehicles in with some kind of admin tools? If so what admin tools are you using?
    Known bugs - If the vehicle is bought from a trader you cannot lift it or lift with it until you relog sometimes. This could be your problem.
  10. Like
    syco got a reaction from bFe in [Release] 2.1 Plot Management - UPDATED Object Counter   
    I have put together some code that fixes this.
    How it works is if you are added to the plot pole with Manage plot you can remove any object at any time. Anybody added to the plot can remove anything even after death or server restart.
    In your fn_selfActions.sqf.
     
    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    NOT PART OF THE FIX FOR REMOVING OBJECTS
    I have also set it up so if you are not the owner of/added to the plot pole with manage plot you can't remove the plot pole. I know not all servers want this but base take overs was out of control on my servers. This was the easy fix as i did not have to make a rule of no base take overs. Its just not possible.
    To do this open your fn_selfActions.sqf.
    Hope this helps some people. Cheers...
  11. Like
    syco reacted to ElDubya in Error Undefined variable in expression: _vehicle in Server_functions   
    Either lower your spawn vehicle limit in your init.sqf : 
    MaxVehicleLimit = 450; Or raise the spawn vehicle limit in your dayz_server\missions\your_current_instance\dynamic_vehicle.sqf by changing the numbers at the ends : 
    AllowedVehiclesList = [ ["AH6X_DZ",3], ["AN2_DZ",3], ["ArmoredSUV_PMC_DZE",1], ["ATV_CZ_EP1",3], ["ATV_US_EP1",3], ["C130J_US_EP1",1], ["car_hatchback",3], ["car_sedan",3], ["CH_47F_EP1_DZE",1], ["CSJ_GyroC",3], ["CSJ_GyroCover",3], etc..... etc..... etc..... Next time you have an error, search google and epoch forums for the exact error (or the significant part). If you find nothing, THEN post about it. Most stuff (like this) has been answered a million times. :)
     
     
    [Edit : Your search for the term _vehicle} count servervehiclecounter; returned 53 results]
      See? :)
  12. Like
    syco got a reaction from ElDubya in Need help with Skins on Overpoch Server!   
    LOL, Better luck next time :D
  13. Like
    syco got a reaction from deadlokd in Need Help Installing all of the Addons for my server! Will Pay   
    Those 5 scripts would take me 15 minutes and id do it for free. Configuring them how you would want it would take another 10 minutes.
     
    They are all very basic, copy paste one line and add the folders in.
     
    I recommend you learning this on your own as you wont always have someone else to do it for you.
     
    If you want i will give one hour of my time and show you how to install these 5 scripts.
     
    Again these all are so easy to install i am not sure if you really have even tryed.
     
    Try this before having someone else do it for you.
     
    AI missions



     
    Deploy bike




     
    Trader safe zones



    Place the safezone.sqf in the root of your MPmission PBO
     
    Open MPmission\init.sqf
     
    Add this to the very bottom
    [] execVM "safezone.sqf";
     
    Towlift



     
    Service point



     
    Thats it man. Not much to it
  14. Like
    syco got a reaction from SchwEde in WAI Loot boxes spawn in the air   
    This would be infiSTAR doing this if you have HACKED BOX Check ?    */ _CHB =  true;
     
    If true open AH.sqf and search for
     
    if(_cfid >= 3) then
     
    change to
     
    if(_cfid >= 5) then
     
    If you notice the line below it _object setPosATL [_pos select 0,_pos select 1,(_pos select 2)+45]; the +45 is what is teleporting it in the air.
     
    What you need to find out is how many ItemBriefcase100oz are possible to spawn inside the crates and change the number in red to a higher number then what is possible.
     
    Or just remove ItemBriefcase100oz from the list in WAI\config.sqf. You also could change the ItemBriefcase100oz to ItemBriefcase90oz inside WAI\config.sqf
  15. Like
    syco got a reaction from FredEvoX in WAI Loot boxes spawn in the air   
    This would be infiSTAR doing this if you have HACKED BOX Check ?    */ _CHB =  true;
     
    If true open AH.sqf and search for
     
    if(_cfid >= 3) then
     
    change to
     
    if(_cfid >= 5) then
     
    If you notice the line below it _object setPosATL [_pos select 0,_pos select 1,(_pos select 2)+45]; the +45 is what is teleporting it in the air.
     
    What you need to find out is how many ItemBriefcase100oz are possible to spawn inside the crates and change the number in red to a higher number then what is possible.
     
    Or just remove ItemBriefcase100oz from the list in WAI\config.sqf. You also could change the ItemBriefcase100oz to ItemBriefcase90oz inside WAI\config.sqf
  16. Like
    syco got a reaction from Linux in safes delete content on restart   
    Find this block of code
     
    _object_inventory = {
    private["_inventory","_previous","_key"];
        _inventory = [
        getWeaponCargo _object,
        getMagazineCargo _object,
        getBackpackCargo _object
        ];
    };
      _previous = str(_object getVariable["lastInventory",[]]);
      if (str(_inventory) != _previous) then {
       _object setVariable["lastInventory",_inventory];
       if (_objectID == "0") then {
        _key = format["CHILD:309:%1:%2:",_uid,_inventory];
       } else {
        _key = format["CHILD:303:%1:%2:",_objectID,_inventory];
       };
       //diag_log ("HIVE: WRITE: "+ str(_key));
       _key call server_hiveWrite;
      };
    };
     
    Change it to
     
    _object_inventory = {
    private["_inventory","_previous","_key"];
        _inventory = [
        getWeaponCargo _object,
        getMagazineCargo _object,
        getBackpackCargo _object
        ];
      _previous = str(_object getVariable["lastInventory",[]]);
      if (str(_inventory) != _previous) then {
       _object setVariable["lastInventory",_inventory];
       if (_objectID == "0") then {
        _key = format["CHILD:309:%1:%2:",_uid,_inventory];
       } else {
        _key = format["CHILD:303:%1:%2:",_objectID,_inventory];
       };
       //diag_log ("HIVE: WRITE: "+ str(_key));
       _key call server_hiveWrite;
      };
    };
     
    See the extra  };   in red? That is what SchwEde is pointing out and he is 100% correct.
  17. Like
    syco got a reaction from dernathan in Loading screen bug after all fixes still appears   
    Does not look like you are calling your compiles from your init.sqf.
     
    Make a new folder named fixes in the root of your MPmissions. Place your custom compiles in your  MPmission\fixes  folder.
     
    Open init.sqf and find
     
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
     
    Change to
     
    call compile preprocessFileLineNumbers "fixes\compiles.sqf";
  18. Like
    syco got a reaction from SchwEde in Loading screen bug after all fixes still appears   
    Does not look like you are calling your compiles from your init.sqf.
     
    Make a new folder named fixes in the root of your MPmissions. Place your custom compiles in your  MPmission\fixes  folder.
     
    Open init.sqf and find
     
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
     
    Change to
     
    call compile preprocessFileLineNumbers "fixes\compiles.sqf";
  19. Like
    syco got a reaction from SchwEde in safes delete content on restart   
    Find this block of code
     
    _object_inventory = {
    private["_inventory","_previous","_key"];
        _inventory = [
        getWeaponCargo _object,
        getMagazineCargo _object,
        getBackpackCargo _object
        ];
    };
      _previous = str(_object getVariable["lastInventory",[]]);
      if (str(_inventory) != _previous) then {
       _object setVariable["lastInventory",_inventory];
       if (_objectID == "0") then {
        _key = format["CHILD:309:%1:%2:",_uid,_inventory];
       } else {
        _key = format["CHILD:303:%1:%2:",_objectID,_inventory];
       };
       //diag_log ("HIVE: WRITE: "+ str(_key));
       _key call server_hiveWrite;
      };
    };
     
    Change it to
     
    _object_inventory = {
    private["_inventory","_previous","_key"];
        _inventory = [
        getWeaponCargo _object,
        getMagazineCargo _object,
        getBackpackCargo _object
        ];
      _previous = str(_object getVariable["lastInventory",[]]);
      if (str(_inventory) != _previous) then {
       _object setVariable["lastInventory",_inventory];
       if (_objectID == "0") then {
        _key = format["CHILD:309:%1:%2:",_uid,_inventory];
       } else {
        _key = format["CHILD:303:%1:%2:",_objectID,_inventory];
       };
       //diag_log ("HIVE: WRITE: "+ str(_key));
       _key call server_hiveWrite;
      };
    };
     
    See the extra  };   in red? That is what SchwEde is pointing out and he is 100% correct.
  20. Like
    syco got a reaction from BetterDeadThanZed in DZMS   
    Open your AHconfig.sqf and change
     
    EXPERIMENTAL CU FIX   */ _CUF = true;
     
    TO
     
    EXPERIMENTAL CU FIX   */ _CUF = false;
  21. Like
    syco got a reaction from Webrene in [TUTORIAL] Custom Starting Loadout and Admin/Mod/Donator Loadouts (w/ UIDs)   
    EDIT: Did some changes and everyone gets the loadout 100%. Server lag or not getting gender selection does not effect it anymore. The default loadout that a normal player gets works everytime also.
    Step one:
    Default loadout. Placed inside the Dayz Epoch Config. In your init.sqf.
    DZE_DeathMsgGlobal = true; spawnShoremode = 0; spawnArea= 1500; MaxVehicleLimit = 150; MaxDynamicDebris = 0; dayz_MapArea = 12000; DefaultMagazines = ["ItemMorphine","ItemBandage","7Rnd_45ACP_1911","7Rnd_45ACP_1911"]; DefaultWeapons = ["Colt1911","ItemCompass","ItemGPS","ItemHatchet_DZE"]; DefaultBackpack = "DZ_TK_Assault_Pack_EP1"; DefaultBackpackWeapon = ""; dayz_paraSpawn = true; Step 2:
    Create a new sqf file named loadout and place this code in it.
    My loadout.sqf
    waitUntil {(getPlayerUID player) != ""}; _loadList = ["xxxxxxxxx","xxxxxxxxx","xxxxxxxxx"]; _lpID = getPlayerUID player; //CL1 *** player *** if ((_lpID in ["xxxxxxxxx"]) && (_lpID in _loadList)) then { DefaultMagazines = ["5Rnd_86x70_L115A1","Skin_Soldier1_DZ"]; DefaultWeapons = ["ItemCompass","BAF_LRR_scoped"]; DefaultBackpack = "DZ_Backpack_EP1"; DefaultBackpackWeapon = ""; }; //CL2 *** player *** if ((_lpID in ["xxxxxxxxx"]) && (_lpID in _loadList)) then { DefaultMagazines = ["5Rnd_86x70_L115A1","Skin_Soldier1_DZ"]; DefaultWeapons = ["ItemCompass","BAF_LRR_scoped"]; DefaultBackpack = "DZ_Backpack_EP1"; DefaultBackpackWeapon = ""; }; //CL3 *** player *** if ((_lpID in ["xxxxxxxxx"]) && (_lpID in _loadList)) then { DefaultMagazines = ["5Rnd_86x70_L115A1","Skin_Soldier1_DZ"]; DefaultWeapons = ["ItemCompass","BAF_LRR_scoped"]; DefaultBackpack = "DZ_Backpack_EP1"; DefaultBackpackWeapon = ""; }; In your Init.sqf place the [] execVM "Scripts\loadout.sqf"; inside the if (!isDedicated) then {
    My Init.sqf
    if (!isDedicated) then { 0 fadeSound 0; waitUntil {!isNil "dayz_loadScreenMsg"}; dayz_loadScreenMsg = (localize "STR_AUTHENTICATING"); [] execVM "Scripts\loadout.sqf"; [] execVM "Scripts\kh_actions.sqf"; _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}]; _playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf"; [] execVM "Scripts\safezone.sqf"; }; Remember you can add as many loadouts as you want. I have over 60 in mine. Works perfect if you want everyone to have a different loadout.
  22. Like
    syco got a reaction from SchwEde in infistar problems   
    Try to set EXPERIMENTAL CU FIX   */ _CUF = false; /* true or false */ /* *experimental* - will transfer serverside units (including mission AI) to clientside */ I think this is the problem as it offloads AI units to client side.
  23. Like
    syco got a reaction from SchwEde in Change base maintain price   
    Place the maintain_area.sqf in your MPmission/Scripts folder. (Or what ever folder you want)
     
    Open your custom fn_selfActions.sqf and search for this block of code
    if (_canDo && (speed player <= 1) && (_cursorTarget isKindOf "Plastic_Pole_EP1_DZ")) then { if (s_player_maintain_area < 0) then { s_player_maintain_area = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTAREA"], "\z\addons\dayz_code\actions\maintain_area.sqf", "maintain", 5, false]; s_player_maintain_area_preview = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTPREV"], "\z\addons\dayz_code\actions\maintain_area.sqf", "preview", 5, false]; }; Change that too (remember if you placed the maintain_area.sqf inside a different folder then Scripts change the call)
    if (_canDo && (speed player <= 1) && (_cursorTarget isKindOf "Plastic_Pole_EP1_DZ")) then { if (s_player_maintain_area < 0) then { s_player_maintain_area = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTAREA"], "Scripts\maintain_area.sqf", "maintain", 5, false]; s_player_maintain_area_preview = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTPREV"], "Scripts\maintain_area.sqf", "preview", 5, false]; }; No custom fn_selfAction.sqf?




    That's it for that, next you need to allow players to maintain by
    1) Database event that places damage on objects.
    OR
    2) Allow them to maintain the objects at full health.
     
    Database event to place damage on objects is



     
    Allow maintain on full health object. Open your init.sqf inside your MPmissions and add
    DZE_DamageBeforeMaint = 0; right with the other    DZE_    (config settings)
     
    For your decay question. It just deletes any placed empty item that is at or past your decay number  (in days).
     
    To change your decay open your hiveExt.ini and find
    ;CleanupPlacedAfterDays = 6 change to
    CleanupPlacedAfterDays = 6 Change to how many days a placed empty object has to be to get deleted. The number is in days.
     
    Hope this helped. Cheers...
  24. Like
    syco got a reaction from BigCrazyCat in Losing connection dupe bug - Please help to fix it!   
    Yes,
    In your server pbo. Add to the bottom of server_functions.sqf
    cad_pvar_shared_var = 0; cad_pvar_server_answer = 1; "cad_pvar_shared_var" addPublicVariableEventHandler { owner (_this select 1) publicVariableClient "cad_pvar_server_answer"; }; It will look something like this



    Now in your mission pbo
    Make a folder called Fixes. Then make a sqf file called DupingFix.sqf and place it inside the Fixes folder.
    Place this code inside DupingFix.sqf
    private ["_time_count"]; cad_pvar_shared_var = player; cad_pvar_server_answer = 0; _time_count = diag_tickTime; publicVariableServer "cad_pvar_shared_var"; while {diag_tickTime - _time_count < 8 && cad_pvar_server_answer == 0 } do {sleep 0.05;}; if (cad_pvar_server_answer == 0) exitWith { (findDisplay 49) closedisplay 0; }; Open description.ext and find
    onPauseScript = ""; Change to
    onPauseScript = "Fixes\DupingFix.sqf"; In your publicvariable.txt add this to the end of line 2
    !="cad_pvar_shared_var"  All done.
    Now when ever a player pull's there internet cord and hits ESC and try's to log out to the lobby, this script runs and if it detects connection lost it will close the ESC menu at 2 secs left and not let them log out to do the dupe. They will have two choices. 1) plug back in cord and continue playing. 2) alt F4 and re-connect. NO matter what choice they pick the dupe will not happen because it requires them to go to lobby then back in-game. The items they try to dupe will be on there character still or inside the storage container, never both.
  25. Like
    syco got a reaction from rossco5378 in Losing connection dupe bug - Please help to fix it!   
    Yes,
    In your server pbo. Add to the bottom of server_functions.sqf
    cad_pvar_shared_var = 0; cad_pvar_server_answer = 1; "cad_pvar_shared_var" addPublicVariableEventHandler { owner (_this select 1) publicVariableClient "cad_pvar_server_answer"; }; It will look something like this



    Now in your mission pbo
    Make a folder called Fixes. Then make a sqf file called DupingFix.sqf and place it inside the Fixes folder.
    Place this code inside DupingFix.sqf
    private ["_time_count"]; cad_pvar_shared_var = player; cad_pvar_server_answer = 0; _time_count = diag_tickTime; publicVariableServer "cad_pvar_shared_var"; while {diag_tickTime - _time_count < 8 && cad_pvar_server_answer == 0 } do {sleep 0.05;}; if (cad_pvar_server_answer == 0) exitWith { (findDisplay 49) closedisplay 0; }; Open description.ext and find
    onPauseScript = ""; Change to
    onPauseScript = "Fixes\DupingFix.sqf"; In your publicvariable.txt add this to the end of line 2
    !="cad_pvar_shared_var"  All done.
    Now when ever a player pull's there internet cord and hits ESC and try's to log out to the lobby, this script runs and if it detects connection lost it will close the ESC menu at 2 secs left and not let them log out to do the dupe. They will have two choices. 1) plug back in cord and continue playing. 2) alt F4 and re-connect. NO matter what choice they pick the dupe will not happen because it requires them to go to lobby then back in-game. The items they try to dupe will be on there character still or inside the storage container, never both.
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