InCombat logout punishment

I got a workaround for the kill-combatlogger-issue... just give them an infection/let them bleed and reduce theire blood to 1, after they join back in they will spawn but instantly die on theire infection ;)

Code:
        _object setVariable["USEC_BloodQty",1];
        _object setVariable["NORRN_unconscious",true, true];
        _object setVariable["unconsciousTime",300,true];
        _object setVariable["USEC_infected",true,true];
 
setPos and cuttext will not work as the client is disconnected.

Tping should be possible to force a hivewrite when someone CL's
cuttext would require an extra collumn in the db to store and check if someone combatlogged with a timestamp
and go from there to give them a cuttext on relog...

that's my findings from trying out and playing around with those code's...

is there a USEC for worldspace location???
 
Anyone who is disconnected for whatever reason while in combat will also suffer the same consequences. Any way to work around that?
 
I tried this:

Code:
if ((_timeout - time) > 0) then {
    diag_log format["COMBAT LOGGED: %1 (%2)", _playerName,_timeout];
    _object setVariable["NORRN_unconscious",true, true];
    _object setVariable["unconsciousTime",300,true];
    _object setVariable["USEC_infected",true,true];
    diag_log format["SET UNCONCIOUSNESS: %1", _playerName,_timeout];
    diag_log format["SET USEC_infected: %1", _playerName,_timeout];
};

But this dont work, i also added the two diag lines at the end to check it in the RPT but nothing. Any ideas?
 
Here is my version of this. Its somewhat harsh. I was trying to add a broken leg and gave up.

Code:
if ((_timeout - time) > 0) then {
    _timeout = _object getVariable["combattimeout",0];
    diag_log format["COMBAT LOGGED: %1 (%2)", _playerName,_timeout];
    _object setVariable["NORRN_unconscious",true, true];
    _object setVariable["unconsciousTime",300,true];
    _object setVariable["USEC_inPain",true];
    _object    setVariable["USEC_injured", true];
    _object setVariable["USEC_infected",true];
    diag_log format["SET UNCONCIOUSNESS: %1", _playerName];
};
Thx. Work for me.
 
Hi,

I'd like to remove all ammo from a players backpack when they log out. Possibly adding code to server_onPlayerDisconnect.sqf, anyone know how this could be done? I don't know the hive calls needed to remove backpack ammo. I's a poor mans work around to stop our players replenishing their ammo by putting it into their backpacks then re-loging with full ammo. Willing to pay someone for their time for this fix.

Kind regards

Mac

P.S Thx to TourturedChunk for the above code, works a treat on our server
 
Hi,

I'd like to remove all ammo from a players backpack when they log out. Possibly adding code to server_onPlayerDisconnect.sqf, anyone know how this could be done? I don't know the hive calls needed to remove backpack ammo. I's a poor mans work around to stop our players replenishing their ammo by putting it into their backpacks then re-loging with full ammo. Willing to pay someone for their time for this fix.

Kind regards

Mac

P.S Thx to TourturedChunk for the above code, works a treat on our server



I can take a look at this for you. No charge of course. In the meantime, take a look at this:

http://community.bistudio.com/wiki/removeMagazines


It might get you started. Feel free to PM me.
 
Curious as to who has this working w/ 1.7.7.1?

It logs the event just fine.. but none of the "actions" seem to apply :(
 
I'm not sure completely with arma, but when I coded in lua for another game you could send network variables over to different files in the correct condition, maybe in this case you could so so, but make it run on playerconnect.sqf for the actions to take place then. Just a thought.
 
Would love to be able to do this to players cloning themselves to dupe gear!
It's a glitch worse than combat-logging IMO.
 
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