bumyplum 10 Posted October 29, 2018 Is there anyway to permently disable the abort button, at the moment i have _abortButton =(findDisplay 49)displayCtrl 104; _abortButton ctrlEnable false; Which disables it whilst your on it Share this post Link to post Share on other sites
7erra 629 Posted October 29, 2018 Untested: (findDisplay 46) displayAddEventHandler ["KeyDown",{ if (inputAction "ingamePause" > 0) then { // escape menu opened _abortButton =(findDisplay 49)displayCtrl 104; _abortButton ctrlEnable false; }; }]; Share this post Link to post Share on other sites
bumyplum 10 Posted October 30, 2018 9 hours ago, 7erra said: Untested: (findDisplay 46) displayAddEventHandler ["KeyDown",{ if (inputAction "ingamePause" > 0) then { // escape menu opened _abortButton =(findDisplay 49)displayCtrl 104; _abortButton ctrlEnable false; }; }]; I don't believe that works Share this post Link to post Share on other sites
R0adki11 3949 Posted October 30, 2018 23 minutes ago, Belbo said: #altf4 Try to be constructive when posting, your post offers no help to the subject of this thread. Share this post Link to post Share on other sites
Belbo 462 Posted October 30, 2018 1 hour ago, R0adki11 said: Try to be constructive when posting, your post offers no help to the subject of this thread. Yes it does. It establishes that even with a disabled abort button there's nothing won. Trying to hinder players from quitting a game should never, not ever, be achieved by disabling the function to close the program - that's the moment you interfere not with their game but with their system, which I find highly obtrusive and cocky. If you want to hinder players from quitting willy-nilly you might want to look into some sort of persistency saving system (like in DayZ, where your player avatar would remain in the game world for a certain amount of time after quitting, or something like an auto ban if a firedNear-Event has been handled shortly before quitting). If none of that applies to you, you should rather keep your fingers from removing any meta game functions. 4 Share this post Link to post Share on other sites
7erra 629 Posted October 30, 2018 54 minutes ago, Belbo said: Trying to hinder players from quitting a game should never, not ever, be achieved by disabling the function to close the program - that's the moment you interfere not with their game but with their system, which I find highly obtrusive and cocky. Good point, agreed. I was only thinking about wether I could, not whether I should Share this post Link to post Share on other sites
R0adki11 3949 Posted October 30, 2018 1 hour ago, Belbo said: Yes it does. It establishes that even with a disabled abort button there's nothing won. Trying to hinder players from quitting a game should never, not ever, be achieved by disabling the function to close the program - that's the moment you interfere not with their game but with their system, which I find highly obtrusive and cocky. If you want to hinder players from quitting willy-nilly you might want to look into some sort of persistency saving system (like in DayZ, where your player avatar would remain in the game world for a certain amount of time after quitting, or something like an auto ban if a firedNear-Event has been handled shortly before quitting). If none of that applies to you, you should rather keep your fingers from removing any meta game functions. I do agree with what you have said about disabling the abort button. However if you had explained your post better instead of writing only #altf4 it would have made much more sense. 1 Share this post Link to post Share on other sites
pierremgi 4875 Posted October 30, 2018 That remembers me the KK's remark in the middle in his tuto. 1 Share this post Link to post Share on other sites
bumyplum 10 Posted October 30, 2018 It's more for the know how than the actual usage of it. Share this post Link to post Share on other sites
Maciccio 2 Posted September 27, 2020 In which file are these parameters located? Share this post Link to post Share on other sites
Beyaco 4 Posted July 18 On 10/30/2018 at 8:53 AM, R0adki11 said: I do agree with what you have said about disabling the abort button. However if you had explained your post better instead of writing only #altf4 it would have made much more sense. I'm currently trying to disable the "abort button" in order to force players to utilize another button named "player exit" in the ALiVE mod... Share this post Link to post Share on other sites
pierremgi 4875 Posted July 21 On 7/18/2024 at 2:58 AM, Beyaco said: I'm currently trying to disable the "abort button" in order to force players to utilize another button named "player exit" in the ALiVE mod... [] spawn { while {uiSleep 0.2; true} do { if (!isNull findDisplay 49) then { (findDisplay 49)displayCtrl 104 ctrlEnable false; }; }; }; 2 Share this post Link to post Share on other sites
Beyaco 4 Posted July 24 On 7/21/2024 at 10:24 AM, pierremgi said: [] spawn { while {uiSleep 0.2; true} do { if (!isNull findDisplay 49) then { (findDisplay 49)displayCtrl 104 ctrlEnable false; }; }; }; Thank you! This is a much better solution than what I came up with. I enjoy creating missions but scripting is above my paygrade, as they would say. I found a script shared here and ended up editing it to make it work for my needs: I edited it to have it always active instead of only when the player is unconscious but it needs to be toggled on by an admin... //https://forums.bohemia.net/forums/topic/220528-help-disable-escape-options-when-killed/ if (serverCommandAvailable "#kick") then { with uiNamespace do { _ctrl = findDisplay 49 ctrlCreate ["RscButton", -1]; _ctrl ctrlSetPosition [0.917656 * safezoneW + safezoneX,0.94 * safezoneH + safezoneY,0.0773437 * safezoneW,0.044 * safezoneH]; _ctrl ctrlSetText "Disable/Enable Abort"; _ctrl ctrlCommit 0; _ctrl ctrlAddEventHandler ["ButtonDown", { _status = missionNamespace getVariable ["TAG_abortIsAllowed",true]; if (_status) then {missionNamespace setVariable ["TAG_abortIsAllowed",false,true];systemChat "Abort Button Disabled"} else {missionNamespace setVariable ["TAG_abortIsAllowed",true,true]; systemchat "Abort Button Enabled"}; }]; }; }; _status = missionNamespace getVariable ["TAG_abortIsAllowed",true]; if (_status) exitWith {}; disableSerialization; // Check if player is an admin if (isServer || (isDedicated && (player getVariable ["isAdmin", false]))) then { } else { // Remove the abort button from non-admins ((findDisplay 49) displayCtrl 104) ctrlShow false; }; The way that it works, is when you load into the scenario, you have to log in as admin and toggle the "Disable/Enable Abort" button once to disable the button for everybody else until server restart. Again, thank you! I really appreciate you taking the time to help out guys like myself who aren't all that smart but love making missions. 1 Share this post Link to post Share on other sites