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Woodport

How to Get Rid of Alt F4

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First off, I apologize if there is already another post about this somewhere else. Your forum does not allow me to search for "alt" and "f4" because they are less than 4 characters.

I've been reading and watching people complain about other players quitting out of the game in the middle of firefights for a while now so I decided to do some quick research on the topic.

I found this post on how to control the use of windows system commands: http://www.cpp-home.....php?f=2&t=1073

This assumes you are working in c++, but what really matters is access to the windows message loop. Assuming you guys have access to the sending and receiving of windows messages, you can just gobble the alt-f4 command and prevent players from cheating as easily. Obviously this is not a full fix for the problem, as players can still quit the game through other means, but it does prevent them from quitting as quickly and may give other players the split-second chance they need to finish the job.

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I'm no expert on ARMA2 modding, but I'm not so sure that this you can actually code in functions like this; otherwise it would be a HUGE vulnerability. I could add code to download files and viruses onto people's computers if I could edit the game's code like this. I think it's an ARMA2 C++ variant that this is coded in, check it out: http://community.bistudio.com/wiki/Category:Scripting_Commands_ArmA2

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Nice suggestion, but i think there should be a 10-15 sec timer until your character logs out (even if exit was forced your character should stay there). No need to block key.

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I suggested couple ideas some time ago but my post is lost some where on some page...

maybe the game can monitor keystrokes to detect alt+f4

> and too all this Cowards who "disappears" when shit get serious (some times whole clans :lol:):

Why the hell you play this game? if you want to travel and collect stuff and I dont know what else you like to do, go play SIMS, I think I saw zombie mod for SIMS too...

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What happens in the case of random disconnects? Time outs?

How can the game differentiate between force quit and sudden drop out?

I think 10 seconds or so where player remains ingame is good though.

It's not too long and hopefully will fix it a bit, whilst players crawling through a zombie infested area and dropping out hopefully won't be penalized too much.

Unless perhaps the server can ping the users IP to determine responsiveness; time outs should be non-responsive.

Maybe instead of quit, it's a disconnect button which forces your character to crouch for 20 seconds (WoW did it). Prevents server hopping a little bit.

Unless that button is pressed, combined with the connectivity test, could be able to determine of a player fled or dropped out...

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I'm no expert on ARMA2 modding, but I'm not so sure that this you can actually code in functions like this; otherwise it would be a HUGE vulnerability. I could add code to download files and viruses onto people's computers if I could edit the game's code like this. I think it's an ARMA2 C++ variant that this is coded in, check it out: http://community.bis..._Commands_ArmA2

I kinda thought they were using something like this. I figured that, given the close relationship between the DayZ developers and the Arma 2 developers, they could just ask for something like this to be included in the next Arma 2 patch. I can't see any reason why this would compromise Arma 2 in any way.

That's a good point about scripting language vulnerabilities, I forgot that this is just a mod (due to it's popularity).

What happens in the case of random disconnects? Time outs? How can the game differentiate between force quit and sudden drop out? I think 10 seconds or so where player remains ingame is good though. It's not too long and hopefully will fix it a bit, whilst players crawling through a zombie infested area and dropping out hopefully won't be penalized too much. Unless perhaps the server can ping the users IP to determine responsiveness; time outs should be non-responsive. Maybe instead of quit, it's a disconnect button which forces your character to crouch for 20 seconds (WoW did it). Prevents server hopping a little bit. Unless that button is pressed, combined with the connectivity test, could be able to determine of a player fled or dropped out...

I agree that my suggestion is not the best solution to this problem, a disconnect timer is the best solution. I think I heard this idea somewhere else, but rather than players crouching when they log out; they should be forced to stand for 5-10 seconds. That would force players to log out in safer, less infested, places.

Edited by Woodport

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The logging out for 10 seconds would be a bandage to the problem. A good one nonetheless. Only after the 10 seconds does your progress get saved. If you ALT F4 or quit somehow you would loose all progress. That would be a bandage to the problem.

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Everyone forgets the point of alt-f4, to quit the game if an actual problem occurs, its not some glitch that needs to be fixed.

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Everyone forgets the point of alt-f4, to quit the game if an actual problem occurs, its not some glitch that needs to be fixed.

But 99% of alt-f4'ing isn't to fix a problem, it's to stop themselves from being shot.

If there's a real problem then you can ctrl-alt-del.

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Either way they have to do something to prevent the players from switching to desktop and end the game from there ( but this can be bad if the game crashes and you can switch ) putting the browsermap usage aside for a moment.

You can disable alt-f4 or add a timer to the abort command. But things like this have to be coded into the game and is out of Rockets jurisdiction.

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