[FIX] Two primary guns exploit

cyrq

Valued Member!
At first i was trying to fix it a bit more elegant, but after many hours of "try hards", I've realized that this is somehow hard-coded in ArmA II. So I made this:
Two primary guns exploit fix for 1.8.x (v1.0)
Removes the players primary weapon when all below conditions are true:
  • Player has a weapon in primary slot
  • Player has a weapon in primary slot and it's not a Melee weapon
  • Player has a weapon in carry slot
  • Player has a weapon in carry slot and it's not a Melee weapon
Requirements:
- Brain and a Text Editor. (Easy = Blue <10)


Installation Steps:
- Open up init.sqf from your mission.pbo
- Find:
Code:
_playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";
- Somewhere below add
Code:
//n00b Monitor
[] execVM "player_carryMonitor.sqf";
- Create a file in your mission folder called player_carryMonitor.sqf with the fallowing content:

Code:
waituntil {!isNull player};
 
while {true} do {
 
    sleep 15;
   
    private ["_wpn"];
    _wpn = primaryWeapon player;
   
        if ((_wpn != "") && (!(_wpn in MeleeWeapons)) && (dayz_onBack != "") && (!(dayz_onBack in MeleeWeapons))) then {
            cutText ["You're trying to carry two primary weapons. U MAD BRO!?","PLAIN DOWN"];
            [objNull, player, rSwitchMove,""] call RE;
            sleep 0.1;
            player playActionNow "stop";
            sleep 0.1;
            player playActionNow "PutDown";
            [player,_wpn] call BIS_fnc_invRemove;
            ["gear"] call player_switchWeapon;
        } else {
    };
};
- You're done
 
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