jetfox 1 Posted March 29, 2014 Lots of updates: - Purchase Vehicles and Purchase Weapons (Authors: Jetfox, Benfox, DN) - Moveable Crates (Author: DN) - Advanced Support (Author: farooqaaa, Heavily Modified by: Jetfox) - Nuke (Author: Igi_PL, Heavily Modified by: Jetfox) - Hud (Author: Iceman77, Heavily Modified by: DN) - Fast Roping (Author: Zealot, Heavily Modified by: DN) - Sling Loading(Heli lift) (Authors: ProfCupcake, Modified by: DN) - Reviving (Author: farooqaaa, Modified by: Jetfox) - Recruit AI (Author: Dadds Army, Modified by: DN) - Jumping/Vaulting (Author: ProGamer, Modified by: DN) - Igiload (Author: Igi_PL, Modified by: DN) - Field Repair (Author: Zealot) - Squad Management (Author: LuLeBe) - Kill ticker (Author: Tuliq) - Clean up (Author: aeroson) - View Distance (Author: Tonic) - Purchasable Laser Guided Missiles, And Artillery Everything else was done by ether Jetfox, Benfox or DN. Share this post Link to post Share on other sites
Cripto 1 Posted April 17, 2014 Anti-Steal? This is just a restriction of those pbos. Anyone will have the same issue if they unpbo and compile the original files. It's just the fact you can't reference the a3 root folder from inside a mission pbo. IIRC that was done to stop people reading config files on servers with backdoor scripts etc.You can find that reference in the descriptions.ext and remove it. It just gives you the ability to change the parameters of INDFOR units loyalty. Or you can import the include from your main Arma installation. I am 100% retarted, could you tell me what needs to be removed because I keep guessing wrong and at this point feel rather dumb Share this post Link to post Share on other sites
tmortensen 10 Posted April 17, 2014 Any idea on restricting the game master module with player UID? Trying this out with attribute name or #adminLogged works, however not sure of how the playerUID works. Trying to white-list using the inbuilt BI module feature Share this post Link to post Share on other sites
jetfox 1 Posted April 17, 2014 (edited) Yeah Mortensen that can be accomplished I'll organize the code when I'm on my pc but there it is its what we use for limiting our Zeus slot... Zeus slot [] spawn { if(isServer)exitWith{}; // Prevents server from running the code _UID = getPlayerUID player; _reservedUIDs = ["7623423424323423073","7234324234234230"]; //Admin UIDS _player = getAssignedCuratorUnit bis_curator; if ((player == _player) && !(_UID in _reservedUIDs)) then { // 20 second countdown until player gets frozen for "_i" from 0 to 20 do { hint format["This slot is for Admins Only - leave it within %1 before your input gets frozen.",(21 -_i)]; sleep 1; }; disableUserInput true; }; }; Init.sqf zeus be named bis_curator ---------- Post added at 22:32 ---------- Previous post was at 22:30 ---------- [/color]If you need help feel free to message me Edited April 17, 2014 by Jetfox Share this post Link to post Share on other sites
tmortensen 10 Posted April 17, 2014 Yeah Mortensen that can be accomplished I'll organize the code when I'm on my pc but there it is its what we use for limiting our Zeus slot... Zeus slot [] spawn { _UID = getPlayerUID player; _player = getAssignedCuratorUnit bis_curator; if (player == _player) then { _Admin_Zues_check = missionNamespace getVariable "Admin_Zues_check"; if (_UID in _Admin_Zues_check) then {} else { for "_i" from 0 to 10 do { hint format["This slot is for Admins Only - leave it within %1 before your input gets frozen.",(11 -_i)]; sleep 1; }; while {true} do { sleep 0.5; disableUserInput true; }; }; }; }; ---------- Post added at 22:32 ---------- Previous post was at 22:30 ---------- If you need help feel free to message me Looks good, due to the connection issues as discussed, fresh head tomorrow chat then dude. Share this post Link to post Share on other sites
iburnfurbies 10 Posted April 18, 2014 How come the remote control doesnt work? Share this post Link to post Share on other sites