js2k6 Posted June 21, 2014 Report Share Posted June 21, 2014 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. Link to comment Share on other sites More sharing options...
0 Creep Posted June 21, 2014 Report Share Posted June 21, 2014 search for the anti Stepover (V) script in the epoch files, simply add those actions there (guess a custom compiles will be needed, dunno) Link to comment Share on other sites More sharing options...
0 Friendly Posted June 22, 2014 Report Share Posted June 22, 2014 search for the anti Stepover (V) script in the epoch files, simply add those actions there (guess a custom compiles will be needed, dunno) Please explain more. :) Link to comment Share on other sites More sharing options...
0 js2k6 Posted June 22, 2014 Author Report Share Posted June 22, 2014 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 =/ Link to comment Share on other sites More sharing options...
0 Friendly Posted June 22, 2014 Report Share Posted June 22, 2014 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"; }; Link to comment Share on other sites More sharing options...
0 js2k6 Posted June 22, 2014 Author Report Share Posted June 22, 2014 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? Link to comment Share on other sites More sharing options...
0 Friendly Posted June 22, 2014 Report Share Posted June 22, 2014 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. js2k6 1 Link to comment Share on other sites More sharing options...
0 js2k6 Posted June 22, 2014 Author Report Share Posted June 22, 2014 absolutely stunning. fixes the problem. thank you x1000 Link to comment Share on other sites More sharing options...
0 Friendly Posted June 22, 2014 Report Share Posted June 22, 2014 Credits to Maca! Link to comment Share on other sites More sharing options...
0 ARcoolJ Posted June 22, 2014 Report Share Posted June 22, 2014 Hey, can you explain it a bit more detailed? Cant seem to find the dayz_spaceInterupt.sqf. Where is it located? And what do i have to add to my custom compiles ? Link to comment Share on other sites More sharing options...
0 js2k6 Posted June 22, 2014 Author Report Share Posted June 22, 2014 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. ARcoolJ 1 Link to comment Share on other sites More sharing options...
0 ARcoolJ Posted June 22, 2014 Report Share Posted June 22, 2014 Worked perfectly fine. Thank you sir. Link to comment Share on other sites More sharing options...
0 cen Posted June 23, 2014 Report Share Posted June 23, 2014 Did you write that yourself FriendlyPA? B) Credits should go to Maca for this fix. Link to comment Share on other sites More sharing options...
0 Crankyfist Posted June 25, 2014 Report Share Posted June 25, 2014 What all am I suppose to copy from dayz_spaceInterrupt.sqf to copy over to mission pbo? Thanks. Link to comment Share on other sites More sharing options...
0 Guest Posted June 27, 2014 Report Share Posted June 27, 2014 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"]; }; Link to comment Share on other sites More sharing options...
0 TheHound Posted July 10, 2014 Report Share Posted July 10, 2014 This isn't working for me on 1.0.5.1, same with changing my debug through Dayz_spaceInterrupt.sqf. Link to comment Share on other sites More sharing options...
0 Friendly Posted July 10, 2014 Report Share Posted July 10, 2014 Credits to Maca! Did you write that yourself FriendlyPA? B) Credits should go to Maca for this fix. bam... Link to comment Share on other sites More sharing options...
0 Trainmanoz Posted July 24, 2014 Report Share Posted July 24, 2014 Evening, I try this as well. but it didn't work either... Any thoughts? Link to comment Share on other sites More sharing options...
0 ARcoolJ Posted August 5, 2014 Report Share Posted August 5, 2014 Does anyone has a fix that works with the latest epoch patch? Link to comment Share on other sites More sharing options...
0 Havoc302 Posted August 9, 2014 Report Share Posted August 9, 2014 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! ARcoolJ and calamity 2 Link to comment Share on other sites More sharing options...
0 ReDBaroN Posted August 19, 2014 Report Share Posted August 19, 2014 Does this cover the base entry exploit where a player can run at a locked door, hit prone just as they're bumping into the door and then they're inside the base? Link to comment Share on other sites More sharing options...
Question
js2k6
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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