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Overpoch - Wall glitching, any fix?


js2k6

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Hi everyone,

 

I'm not sure if there is even a fix for this? 

But with overwatch we get those custom stances, by holding turbo+w/a/s/d 

 

if you go prone, then hold turbo and a/d you lay on your side and can wriggle. 

while doing this you are able to glitch through basically any epoch buildable wall.

I do have a no glitching rule on my server,

 

but obviously I would like to know if there was any way that i could prevent players from being able to do this

As I cant be present all the time in the server.

 

 

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I have just been looking through both the epoch and overwatch files (already have a custom compiles) 

and I haven't been able to locate anything about anti stepover. can you please provide some more information about where I can find this? 

 

edit: 

(currently trying to remove smk anims from mission.sqm to see if that works, that would just disable the anims entirely. i hope. or break the game. who knows? ill report back later)

 

edit 2: 

removing smk animations from my mission sqm had no effect. i was still able to use the animations and get through walls with it =/

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What about this?

if ((animationState player) in ["smk_urbanproneright","smk_prone_to_urbanprone_right","smk_urbanproneleft","smk_prone_to_urbanprone_left"]) then {
	player switchMove "";
	player playActionNow "stop";
};

 

whereabouts is this located? or where should i place this? 

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copy the dayz_spaceInterupt.sqf to your mission.pbo and fix the compiles.sqf so it directs to it. Then just past that on the line after _handled = false;

 

This will make it so that if the player tries to move while doing the stance it will immediately cancel and make them stand.

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go to your dayz epoch client files,

de-pbo dayz_code.pbo

 

in the folder called actions, there is a file called dayz_spaceInterrupt.sqf 

copy that file to your mission pbo. 

i copied mine to a folder titled scripts. 

 

add the lines that friendlyPA mentioned as instructed.

 

then in your custom compiles.

add somewhere in to this area...

 

if (!isDedicated) then {

dayz_spaceInterrupt = compile preprocessFileLineNumbers "scripts\dayz_spaceInterrupt.sqf";

 

of course if you use a different folder, change the path accordingly. 

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I edited my dayz_spaceInterrupt.sqf a little bit so that instead of making the player stand up and potentially getting them shot, I have it put the player back in a prone position and pop up text on their screen letting them know that this function has been disabled. Here's what it looks like:

 

_handled = false;
if ((animationState player) in ["smk_urbanproneright","smk_prone_to_urbanprone_right","smk_urbanproneleft","smk_prone_to_urbanprone_left"]) then {
	player switchMove "";
	player playActionNow "Down";
	cutText ["\n\nUrban prone stances have been disabled.", "PLAIN DOWN"];
};

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I edited my dayz_spaceInterrupt.sqf a little bit so that instead of making the player stand up and potentially getting them shot, I have it put the player back in a prone position and pop up text on their screen letting them know that this function has been disabled. Here's what it looks like:

 

_handled = false;
if ((animationState player) in ["smk_urbanproneright","smk_prone_to_urbanprone_right","smk_urbanproneleft","smk_prone_to_urbanprone_left"]) then {
	player switchMove "";
	player playActionNow "Down";
	cutText ["\n\nUrban prone stances have been disabled.", "PLAIN DOWN"];
};

Confirmed this working on Overpoch 1.0.5.1 / 125548 Thanks!

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