Grahame Posted March 26, 2018 Report Share Posted March 26, 2018 So there are a couple of serious glitches that are possible with the use of the Enhanced Interaction functionality within the Enhanced Movement mod on Epoch servers. Not going to list them here but they are incredibly serious and need to be fixed if you are running EM on your Epoch server. Thankfully, there is a quite easy solution to "turn off" Enhanced Interaction within the mission file. If you are already using the initPlayerLocal.sqf file for things like the autolockpicker, attaching demo charges to things and other stuff, then just add the following to it: [] spawn { while {true} do { if !((profilenamespace getvariable ["babe_int_keys_Use",[0,""]]) isequalto [0,""]) then { profilenamespace setvariable ["babe_int_keys_Use",[0,""]]; }; uisleep 1; }; }; If you are not already using the file, but are using EM then create an initPlayerLocal.sqf with the following: if (!isDedicated and hasInterface) then { waitUntil {alive vehicle player}; waitUntil {typeOF player != "VirtualMan_EPOCH"}; uisleep 15; [] spawn { while {true} do { if !((profilenamespace getvariable ["babe_int_keys_Use",[0,""]]) isequalto [0,""]) then { profilenamespace setvariable ["babe_int_keys_Use",[0,""]]; }; uisleep 1; }; }; }; Repack the mission PBO, upload to your server and the possible glitches are dealt with, while still allowing the lovely niceness of Enhanced Movement to continue. Thanks very much to @He-Manfor invaluable help in crafting the solution and thanks to Duralius, a player on my server for finding the glitches and not exploiting them. Good man! salival, Helion4, Razor1977 and 2 others 4 1 Link to comment Share on other sites More sharing options...
Sneer Posted June 1, 2018 Report Share Posted June 1, 2018 This doesn't seem to work for me. Does this code still work. I have a major exploit. Link to comment Share on other sites More sharing options...
Grahame Posted June 1, 2018 Author Report Share Posted June 1, 2018 Nothings changed in Epoch that would affect this. PM me the exploit so I can confirm it is the same one I had. Don't want to put details in a public forum Link to comment Share on other sites More sharing options...
Sneer Posted June 3, 2018 Report Share Posted June 3, 2018 I sent you a message about it. Grahame 1 Link to comment Share on other sites More sharing options...
82ndAB_Bravo17 Posted June 9, 2018 Report Share Posted June 9, 2018 Was this ever sorted? Was just about to enable Enhanced Movement Mod on our server and wanted to check first. Link to comment Share on other sites More sharing options...
He-Man Posted June 9, 2018 Report Share Posted June 9, 2018 I think the workaround is still needed. But not sure Link to comment Share on other sites More sharing options...
Grahame Posted June 9, 2018 Author Report Share Posted June 9, 2018 Workaround is definitely still needed. Need to reverify that it works. Have had the chance to look at the latest EM code, has not changed. Will try to test this afternoon... Link to comment Share on other sites More sharing options...
Grahame Posted June 9, 2018 Author Report Share Posted June 9, 2018 Damn! Can confirm that the fix is broken. Will work on a new fix. Would not recommend running EM until it is fixed. Pretty big exploit - worse now because by default the Enhanced Movement and Enhanced Interaction keys are the same... Link to comment Share on other sites More sharing options...
82ndAB_Bravo17 Posted June 9, 2018 Report Share Posted June 9, 2018 Thanks, glad I checked! Link to comment Share on other sites More sharing options...
Grahame Posted June 10, 2018 Author Report Share Posted June 10, 2018 Got to work out whether it's an ARMA change - the place you set the keys has changed now - or EM, where the code looks as it did before... Link to comment Share on other sites More sharing options...
megaz Posted July 30, 2018 Report Share Posted July 30, 2018 Any update on this a few players are requesting it but not if it is still has a exploit ? Thanks MegaZ Link to comment Share on other sites More sharing options...
TheVampire Posted August 26, 2018 Report Share Posted August 26, 2018 I posted on the Discord when someone mentioned it. Enhanced Interaction checks that the door is disabled via BIS_disabled_door_% I'm not sure if Epoch buildables has the functionality to disable them this way, but if it does or adds it, and then makes it so the doors are disabled when locked, then Enhanced Interaction will no longer work. If an Epoch Dev could look into it, that would be great. He-Man and Helion4 2 Link to comment Share on other sites More sharing options...
Sneer Posted December 31, 2018 Report Share Posted December 31, 2018 Just curious if a fix was found/developed? Link to comment Share on other sites More sharing options...
He-Man Posted January 1, 2019 Report Share Posted January 1, 2019 I am currently looking into this. Thx @TheVampirefor the hint to the BIS_disabled_door_% var. The easiest way would be to disable it in general in Epoch. We could add an init to the Doors config. It seems like this code from enhanced movement is only working for doors (not for Gates) in Epoch.@Sneer can you confirm, that only the Wood / Metal and Cinder Door can be opened by enhanced? If so, I would add the needed vars, so it will no longer work after the next Epoch update. Link to comment Share on other sites More sharing options...
He-Man Posted January 1, 2019 Report Share Posted January 1, 2019 @Sneer, please try out this:https://github.com/EpochModTeam/Epoch/commit/56a539ee55e69708df8043eec7dcaad5d54fcb91 Link to comment Share on other sites More sharing options...
Sneer Posted January 2, 2019 Report Share Posted January 2, 2019 It all seems to be working, I tried metal garage, concrete garage, metal and cinder doors with no issues. I tried safes and vehicles which check out good. The stairs with locking bars above are still an issue though. He-Man 1 Link to comment Share on other sites More sharing options...
He-Man Posted January 3, 2019 Report Share Posted January 3, 2019 Have you tried to add the classname of the stairs to the config? There seems to be some more vars needed. I will have another look soon. I think I have to rewrite it a bit to prevent too much new variables on all these Elements. Will post here again, when done. Link to comment Share on other sites More sharing options...
He-Man Posted January 4, 2019 Report Share Posted January 4, 2019 @SneerI have now changed the codes. Could you please check the changed codes and give some feedback? It prevents too much unused Variables and I have added the Stairs.https://github.com/EpochModTeam/Epoch/commit/c9e9613f897310a5d4f3afc74de78746361674d0 Link to comment Share on other sites More sharing options...
Sneer Posted January 4, 2019 Report Share Posted January 4, 2019 I won't have time today and I'm leaving to florida tonight for a week. He-Man 1 Link to comment Share on other sites More sharing options...
He-Man Posted January 13, 2019 Report Share Posted January 13, 2019 Fix is coming with Epoch 1.3 (coming soon): Enhanced Movement Fix:https://github.com/EpochModTeam/Epoch/compare/1976a7b839dcb7ac3dfb66ba419e5293e6de3889...c9e9613f897310a5d4f3afc74de78746361674d0 ACE-Fix:https://github.com/EpochModTeam/Epoch/commit/52b41f4ac38a7d6384f7098394685d46c12547c4 Link to comment Share on other sites More sharing options...
Sneer Posted May 6, 2019 Report Share Posted May 6, 2019 adding this here, it wasn't in the recent update. Epoch_custom_EH_KeyDown params ["_display","_dikCode","_shift","_ctrl","_alt"]; _handled = false; private ["_key"]; for "_key" from 1 to 20 do { If (_dikCode in (actionKeys (format ["User%1",_key]))) exitwith { if !((player nearObjects ["Constructions_static_F", 5]) isEqualTo []) then { _handled = true; }; }; }; _handled Tarabas 1 Link to comment Share on other sites More sharing options...
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