looping193 10 Posted May 1, 2016 I was wondering i there is any way to trigger the client side to disconnect and then reconnect to a specific server with ip. I've been searching for this but it does not seem to be available with .sqf scripting. So is there a way for the server to trigger a client script like batch file that will reconnect to an other server ? Share this post Link to post Share on other sites
Chewz 23 Posted May 1, 2016 I could see a .dll extension working for this possibly? I'm not too sure, definitely not in SQF though, no way. Refer to Arkensor's post. I'm not experienced in C++ C# etc for .dll extensions so maybe someone else could extend onto this a bit. Sorry I couldn't help you too much, but its given you a bit of guidance. Share this post Link to post Share on other sites
Arkensor 96 Posted May 1, 2016 Hello there, have a look that the example from this command. https://community.bistudio.com/wiki/sendAUMessage I tried to use it but, this command seems to be completly broken, or I didn't use it the right way. Maybe someone was able to successfully use that and can explain how it works. Otherwise, about the extension: It is possible with an extension for sure, since you could just try to hook into the game memory and modify it, so that it uses the connect mechanism for a specified ip and port, like steam uses it - BUT Battleye would nerver ever allow a dll to modify game ram, and I do not know if you could get into the connect meachnism without any reverse engeneering. This is something else than scanning for a variable adress pattern, for variables in the missions. I am not an "expert" about the <modify game so it connects> part, but if there is a way, and I would get information on that, I could try to write an extension for it. Regards Arkensor 1 Share this post Link to post Share on other sites
looping193 10 Posted May 1, 2016 The only thing i am thinking of is kick the client and launch some kind of script doing a steam://connect<ip><port> Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted May 2, 2016 We're unable to do so currently, however BIS does -- at least tentatively -- plan to deliver such a feature in the future. Share this post Link to post Share on other sites
Dwarden 1125 Posted May 2, 2016 line 81 https://docs.google.com/spreadsheets/d/13mJqDXAmjzoFRZ0yVOLh9PcATp30xNvX99Uln0mFymU/ no promises, no ETA ... 1 Share this post Link to post Share on other sites
willithappen 194 Posted May 2, 2016 Some pretty cool features in the works there, good too see.the ability to connect clients to other servers could prove abusive however [No idea how but i'm sure someone could figure it out] possibly if it was used by somebody exploiting on a server and redirecting clients from where they mean to be.But, if used for the right reasons, could be pretty cool. Share this post Link to post Share on other sites
Chewz 23 Posted May 2, 2016 Hello there, have a look that the example from this command. https://community.bistudio.com/wiki/sendAUMessage I tried to use it but, this command seems to be completly broken, or I didn't use it the right way. Maybe someone was able to successfully use that and can explain how it works. Otherwise, about the extension: It is possible with an extension for sure, since you could just try to hook into the game memory and modify it, so that it uses the connect mechanism for a specified ip and port, like steam uses it - BUT Battleye would nerver ever allow a dll to modify game ram, and I do not know if you could get into the connect meachnism without any reverse engeneering. This is something else than scanning for a variable adress pattern, for variables in the missions. I am not an "expert" about the <modify game so it connects> part, but if there is a way, and I would get information on that, I could try to write an extension for it. Regards Arkensor I didn't even know this command existed xD thats pretty cool actually... Thanks. Share this post Link to post Share on other sites