Author Topic: Dayz: Current script restrictions.  (Read 1698 times)

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Fury

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Dayz: Current script restrictions.
« on: June 16, 2012, 12:04:03 pm »
Does anyone have an up-to-date list of the current script restrictions?
If so, please share it.
My programming language is common sense and communication. ♥

mitrax

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Re: Dayz: Current script restrictions.
« Reply #1 on: June 16, 2012, 01:20:31 pm »
Dunno if still works,but ammo script,and markers was working fine,i used other script besides of these 2 ,that was dected,so my arma 2 is now in graveyard.But today will buy new one with original key for 11 $.

But i have something interesting,didnt tested but maybe this will do trick.

Since all Dayz are global connected and player items,weapons... are recorded no matter in wich server you are,so try this:

In Arma put filters without BE,go on server,spawn what ever you like.Lock and load,back to server you want and tada.

Like i say i m not sure if this method will work,but you can try :)


Cheers

Fury

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Re: Dayz: Current script restrictions.
« Reply #2 on: June 16, 2012, 02:23:39 pm »
Dunno if still works,but ammo script,and markers was working fine,i used other script besides of these 2 ,that was dected,so my arma 2 is now in graveyard.But today will buy new one with original key for 11 $.

But i have something interesting,didnt tested but maybe this will do trick.

Since all Dayz are global connected and player items,weapons... are recorded no matter in wich server you are,so try this:

In Arma put filters without BE,go on server,spawn what ever you like.Lock and load,back to server you want and tada.

Like i say i m not sure if this method will work,but you can try :)


Cheers

I was asking about script restrictions; the specific and exact results the script monitor serverside looks for.
My programming language is common sense and communication. ♥

ztonicz

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Re: Dayz: Current script restrictions.
« Reply #3 on: June 16, 2012, 06:18:49 pm »
You mean the one that catches this?

hint "Pew pew";
["addWeapon 'M9SD' player;"] exec "\fury\doitonline.sqs";


With Love.

Fury

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Re: Dayz: Current script restrictions.
« Reply #4 on: June 16, 2012, 07:15:55 pm »
You mean the one that catches this?

hint "Pew pew";
["addWeapon 'M9SD' player;"] exec "\fury\doitonline.sqs";


With Love.


Yeah! exactly like that! ♥
My programming language is common sense and communication. ♥

jamesgtaiv

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Re: Dayz: Current script restrictions.
« Reply #5 on: June 16, 2012, 08:40:16 pm »
So is the following detectable?

EDIT REMOVED
« Last Edit: June 17, 2012, 02:07:27 am by jamesgtaiv »

Buster

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Re: Dayz: Current script restrictions.
« Reply #6 on: June 16, 2012, 11:11:02 pm »
Lol, it will be now ffs  :icon_laugh

darkrounge

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Re: Dayz: Current script restrictions.
« Reply #7 on: June 16, 2012, 11:20:54 pm »
Lol, it will be now ffs  :icon_laugh

Haha, exactly.

johnbowa

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Re: Dayz: Current script restrictions.
« Reply #8 on: June 17, 2012, 08:03:58 am »
Code: [Select]
onMapSingleClick is a known one for all you people who don't know why Teleporting is a script restriction.

Figure out a different way, without having to click on the map. Then its not restricted.
(not too hard, :D)

darkrounge

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Re: Dayz: Current script restrictions.
« Reply #9 on: June 17, 2012, 08:44:44 am »
Code: [Select]
onMapSingleClick is a known one for all you people who don't know why Teleporting is a script restriction.

Figure out a different way, without having to click on the map. Then its not restricted.
(not too hard, :D)

I've got one that works :)

daleeb

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Re: Dayz: Current script restrictions.
« Reply #10 on: June 17, 2012, 10:14:44 am »
onMapDoubleClick isn't detected  :icon_razz2

darkrounge

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Re: Dayz: Current script restrictions.
« Reply #11 on: June 17, 2012, 04:56:58 pm »
**** isn't detected  :icon_razz2

I can 100% guarantee it will be in the next few hours or so since you posted this.
They browse our forums you know.

Temo

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Re: Dayz: Current script restrictions.
« Reply #12 on: June 17, 2012, 05:29:52 pm »
now it FFS