Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I just needed to write in a patch to prevent people from using the "Alternative Running" sprint mod while carrying a bag on their chest since they were able to circumvent the force-walk restriction by just doing the modded sprint (The mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2198339170)
I just had to change the path to the XEH_preinit.sqf to my own and included this in the beginning to patch the exploit, code below worked as needed as a simple workaround
if (!isNil {player getVariable ["bocr_main_chestpack", nil]}) exitWith {
systemChat "You are unable to sprint with a bag on your chest.";
};
I almost had it, wasn't totally sure about `_main_` being there, and couldn't be arsed to boot the game to try.
I'd recommend using `isNil` directly as of 'Arma 3' v2.18:
_unit isNil "bocr_main_chestpack"
instead of
isNil {_unit getVariable ["bocr_main_chestpack", nil]}
if (isNil {_unit getVariable ["bocr_main_chestpack", nil]}) then {
systemChat "Unit does not have a backpack on their chest";
};
`_unit getVariable "bocr_chestpack"` (98% certainty), as defined on line 52 in the `/addons/main/functions/fnc_addChestpack.sqf` file, showing what the var contains.
^ GitHub link: https://github.com/mjc4wilton/BackpackOnChestRedux/blob/master/addons/main/functions/fnc_addChestpack.sqf#L52
Thanks for fixing it so quickly! It works great now!
@Mercenary I see no reason as to why it shouldn't. Better inventory just re-arranges the GUI screen for the inventory and doesn't rewrite any parts of the inventory system. I personally don't use it but many people in my unit have been running it for years alongside this mod.
IIUC: Fuck no. 1st you have to get through the required addons check, and then there are so many chances for the consequently undefined parts of the scripting to crash the game and the mod to be disabled before you get into a mission.