Filter cheats is now added to the main options menus that needed it.
It is not needed on the map (display 12) because KeyDown for display 46
also fires when it is open. So filterCheats was firing twice (once on
each display) in that case.
KeyDown does not fire on display 63 at all
regardless of whether PTT or VON is held down, toggled or chat open.
Keydown does fire on 55, but only after the mic icon is locked on, so it
is of limited use. MouseButtonDown does not fire on 55 or 63. So it is
useless to add to those displays. You can confirm this with:
(findDisplay 63) displayAddEventHandler ["KeyDown","systemchat
'fired';"];
Filter cheats is now only checked on display 46 when a
voice, channel, or cheat key is pressed instead of on every key press.
This still works 100% of the time for blocking cheat input. For
performance reasons it's probably not worth checking all the conditions
in filterCheats with every key press on display46 just for the VON
block. Doing so covers some edge combination bind cases better, so it
may be worth considering again if no better alternative is found. For
now this solution is good enough to cover the majority of cases without
slowing down the keyhandler during normal usage.
The VON message now
tells you exactly which channel block you triggered instead of listing
all of them.
Fixed issue mentioned in 52c9c7c with VON getting stuck on when using a
double tap keybind.
Tested:
1. Talk in side with regular/combo/mouse bind
2. Change channels
while mic is locked on with regular/combo/mouse bind
3. Change channels
with Up/Down arrows while chat is open.
4. Trying all cases in steps 1-3
with a dialog open.
It is possible to bypass the VON block with some different control
settings and combinations of the above, but for default controls and
common usage it works the majority of the time.
Not perfect, occasionally the player can double tap a button to lock VON
on - which now they cannot turn off unless they open the escape menu and
double tap to turn off.
Chat channel changes are now blocked when VON is active.
ActionKeys are now recalculated on key binding change, but it is
important to note that double tap bindings DO NOT work with the
ActionKeys command. This is why inputAction check is neccesary
Summary: Double tapping a key to lock von on (VoiceOverNet) is not
reliably blocked, nor is it blocked at all in secondary
displays/dialogs. otherwise, this works pretty well.
Moved to display 46 keydown since keydown on 63 only fires after the VON
transmission has already started (slight delay).
Added mouseButtonDown so it can not be bypassed via assigning a mouse
button.
* player_wearclothes changes, string changes and maintain area moving
Adds 2 toggles for admins to modify:
DZE_backpackRemove forces the player to drop his/her backpack when they
change gear.
DZE_maintainCurrencyRate modifies the amount of worth each item is worth
to maintain.
Changes the error message in player_wearClothes to tell the player why
they can't change gear yet
Remove some debug lines that spam RPT
* Rework
Rework as per @ebaydayz
* Rework
Rework
The chat list does not appear to be toggleable on the fly because it is
a display with no accessible controls. Giving it an idd and using
closeDisplay did not work. So it needs to be manually set off screen in
its config or covered up.
Vanilla commit:
e9b21a7e79
@icomrade we forgot to refresh keyboard_keys after the player changes
their controls in-game. The keyhandler was still using the old
keyboard_keys array since it is only set once at login time. The new
keys they set in-game wouldn't work until they relogged.
This adds keydown handler for chat, map, and diary displays.
Additionally, this can be used to handle malicious chat input without a
delay by modifying the associated compile
Vanilla development commits:
36337e3c083a2d3ac20d
Connecting and normal icons are the same so players can not tell when
someone is in the lobby.
Also removed:
- player name and rank text shown in the top right of diary
- "Current task:" text shown above player list
- "Pool:" text shown in lobby
Also disable abort and respawn immediately in pause menu onLoad. New
function fn_pauseMenuChecks allows admins to run unscheduled code in
pause menu onLoad.
It should no longer be necessary to load dayz_vehicles in the
mission.sqm addons. It was taken out of mission.sqm in vanilla around
1.8.
The dayz_logo_ca.paa file was identical to loadingscreen.paa