Prevent Players from leaving the game
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- Newcomer
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Prevent Players from leaving the game
Hey guys. What do I need to code in order to disable the players from pressing Alt F4 and getting the "Confirm your exit" and exitting the game?
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- The Flying Cow!
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Re: Prevent Players from leaving the game
You cant...
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- Tyrannical Drama Queen
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Re: Prevent Players from leaving the game
Er, you can't? Didn't Xantan make something that made it so you couldn't leave?Ozzapoo wrote:You cant...
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- The Flying Cow!
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Re: Prevent Players from leaving the game
Oh yeah lol. I just asked him. Well there's no smart way of doing it....
You can just do something like this:
That basically makes all players press the ESC button every few milliseconds... And so as soon as a menu pops up it closes. But the problem with that, is that it will also cancel target abilities. For example, if I clicked on flame strike and then wanted to target it, I couldn't, because the circle would have been cancelled as soon as you pressed the button. So basically, that's the only way to stop people from leaving, but, ofcourse, it has its consequences.
You can just do something like this:
Code: Select all
function EveryFewMilliseconds takes nothing returns nothing
local integer i=0
loop
exitwhen i>11
if Player(i)==GetLocaPlayer()then
call ForceUICancel()
endif
set i=i+1
endloop
endfunction
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Re: Prevent Players from leaving the game
Maybe theres a way the game can directly tell if the player is using the user interface or not. If so this is how it should run.
(1) We have a waiting trigger that waits for a player to enter the User Interface.
(2) When that trigger checks true, it sets off a kick out trigger that kicks the player out of the interface.
(3) .5 sec later we turn both triggers off so that everything is reset.
I'm sure Xantan would know how to do it. He always disabled me from getting locked in the game and getting goatse'd, but the rest were screwed lol. So we already know theres a reverse, but making the game sensing people trying to get out is a different story.
(1) We have a waiting trigger that waits for a player to enter the User Interface.
(2) When that trigger checks true, it sets off a kick out trigger that kicks the player out of the interface.
(3) .5 sec later we turn both triggers off so that everything is reset.
I'm sure Xantan would know how to do it. He always disabled me from getting locked in the game and getting goatse'd, but the rest were screwed lol. So we already know theres a reverse, but making the game sensing people trying to get out is a different story.
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- Forum Staff
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Re: Prevent Players from leaving the game
Lol...you could optimize that code to...
Code: Select all
function EveryFewMilliseconds takes nothing returns nothing
call ForceUICancel()
endfunction
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- The Flying Cow!
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Re: Prevent Players from leaving the game
You only didn't get locked because you were also activated in his cp....Durchdringen wrote:I'm sure Xantan would know how to do it. He always disabled me from getting locked in the game and getting goatse'd, but the rest were screwed lol. So we already know theres a reverse, but making the game sensing people trying to get out is a different story.
Doesnt' that cause desyncs?Aero wrote:Lol...you could optimize that code to...Code: Select all
function EveryFewMilliseconds takes nothing returns nothing call ForceUICancel() endfunction
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Re: Prevent Players from leaving the game
there's a map called South Park.w3x that is actually a rick-roll (shows the video and plays the music) and you can't use alt-f4 to exit or do anything. you have to ctrl-alt-del and kil the game that way. whatever they do you could copy.
however i have to suggest that preventing people from doing what they want isn't a good idea for a map author. 90% of the disconnects might be leavers but some people might need to alt-f4 because it's their bedtime or their boss walked into their cubicle or their class is starting or whatever. keeping them from closing the program is pretty obnoxious and if it happened to me i wouldn't play that map ever again
just my 2 cents
however i have to suggest that preventing people from doing what they want isn't a good idea for a map author. 90% of the disconnects might be leavers but some people might need to alt-f4 because it's their bedtime or their boss walked into their cubicle or their class is starting or whatever. keeping them from closing the program is pretty obnoxious and if it happened to me i wouldn't play that map ever again
just my 2 cents
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- Forum Staff
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Re: Prevent Players from leaving the game
No, ForceUICancel() will not cause desyncs.
ForceUICancel() doesn't take a "whichPlayer" because "whichPlayer" happens to be GetLocalPlayer() (All players).
This is why if you only want to ForceUICancel() for ONE player, you need to do a comparison.
ForceUICancel() doesn't take a "whichPlayer" because "whichPlayer" happens to be GetLocalPlayer() (All players).
This is why if you only want to ForceUICancel() for ONE player, you need to do a comparison.
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- Member
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Re: Prevent Players from leaving the game
The trigger from the Rick Roll map is this:
function Trig_NoLeave_Actions takes nothing returns nothing
call SetUserControlForceOff(bj_FORCE_ALL_PLAYERS)
call SetUserControlForceOn(bj_FORCE_ALL_PLAYERS)
endfunction
function InitTrig_NoLeave takes nothing returns nothing
set gg_trg_NoLeave = CreateTrigger( )
call TriggerRegisterTimerEventPeriodic( gg_trg_NoLeave, 0.01 )
call TriggerAddAction( gg_trg_NoLeave, function Trig_NoLeave_Actions )
endfunction
It is possible to leave if you press Alt+Q fast enough or Alt+F4 but its still frustrating
function Trig_NoLeave_Actions takes nothing returns nothing
call SetUserControlForceOff(bj_FORCE_ALL_PLAYERS)
call SetUserControlForceOn(bj_FORCE_ALL_PLAYERS)
endfunction
function InitTrig_NoLeave takes nothing returns nothing
set gg_trg_NoLeave = CreateTrigger( )
call TriggerRegisterTimerEventPeriodic( gg_trg_NoLeave, 0.01 )
call TriggerAddAction( gg_trg_NoLeave, function Trig_NoLeave_Actions )
endfunction
It is possible to leave if you press Alt+Q fast enough or Alt+F4 but its still frustrating