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 3945 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 461 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 3945 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 4737 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