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Exile-AutorunFixes

This fixes several bug and exploits related to the autorun.

  • Disables Autorun in Territory. (VG exploit)
  • Disables Autorun while playing russian roulette.
  • Disables Autorun while in Combat. Remove the first If statement in ExileClient_system_autoRun_canAutoRun if you don't want to disable autorun in combat!
  • Disables Autorun while doing certain animations to fix a animation skipping exploit.
  • "Fixes" the "slide" bug while holstering a weapon and pressing autorun.
  • "Fixes" the instant weapon draw while pressing 1 or 2 while autorunning and then pressing a movement button.

Installation

  1. Create two customcode overrides for ExileClient_system_autoRun_canAutoRun.sqf and ExileClient_system_autoRun_stop.sqf with the code from github.

  2. Add this to your init.sqf in your missionfile.

     WeaponHolsterAutoRunBlock = false;
    
  3. Make a new override for ExileClient_gui_hud_event_onKeyUp.sqf or change the existing one. (Name can be different if you use Vectorbuilding etc.)

  4. Search for this part.

     case 0x20:
     {
     	if (ExileClientIsAutoRunning) then
     	{
     		call ExileClient_system_autoRun_stop;
     		_stopPropagation = true; 
     	};
     };
    

And change it to:

case 0x20:
{
	if (ExileClientIsAutoRunning) then
	{
		call ExileClient_system_autoRun_stop;
		[] spawn {WeaponHolsterAutoRunBlock = true; sleep 3; WeaponHolsterAutoRunBlock = false;};
		_stopPropagation = true; 
	};
};
  1. Search for this second part

     case 0x05: 	
     { 
     	if !(ExileClientIsHandcuffed || ExileIsPlayingRussianRoulette) then 
     	{
     		if (ExileClientIsInConstructionMode) then
     		{
     			if !(ExileClientConstructionKitClassName isEqualTo "Exile_Item_Flag") then 
     			{
     				ExileClientConstructionModePhysx = !ExileClientConstructionModePhysx;
     				[] call ExileClient_gui_constructionMode_update;
     			};
     		}
     		else
     		{
     			if (currentWeapon player != "") then
     			{
     				ExileClientPlayerHolsteredWeapon = currentWeapon player;
     				player action["switchWeapon", player, player, 100];
     			}
     			else 
     			{
     				if (ExileClientPlayerHolsteredWeapon != "") then
     				{
     					player selectWeapon ExileClientPlayerHolsteredWeapon;
     				};
     			};
     		};
     	};
     	_stopPropagation = true;
     };
    

And change it to:

case 0x05: 	
{ 
	if !(ExileClientIsHandcuffed || ExileIsPlayingRussianRoulette) then 
	{
		if (ExileClientIsInConstructionMode) then
		{
			if !(ExileClientConstructionKitClassName isEqualTo "Exile_Item_Flag") then 
			{
				ExileClientConstructionModePhysx = !ExileClientConstructionModePhysx;
				[] call ExileClient_gui_constructionMode_update;
			};
		}
		else
		{
			if (currentWeapon player != "") then
			{
				ExileClientPlayerHolsteredWeapon = currentWeapon player;
				player action["switchWeapon", player, player, 100];
				[] spawn {WeaponHolsterAutoRunBlock = true; sleep 3; WeaponHolsterAutoRunBlock = false;};
			}
			else 
			{
				if (ExileClientPlayerHolsteredWeapon != "") then
				{
					player selectWeapon ExileClientPlayerHolsteredWeapon;
					[] spawn {WeaponHolsterAutoRunBlock = true; sleep 3; WeaponHolsterAutoRunBlock = false;};
				};
			};
		};
	};
	_stopPropagation = true;
};

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This fixes several exploits related to the autorun.

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