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:
- Brain and a Text Editor. (Easy = Blue <10)
Installation Steps:
- Open up init.sqf from your mission.pbo
- Find:
- Somewhere below add
- Create a file in your mission folder called player_carryMonitor.sqf with the fallowing content:
- You're done
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
- 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";
Code:
//n00b Monitor
[] execVM "player_carryMonitor.sqf";
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 {
};
};