Remote executions let you do stuff like spawn vehicles, buildings ect.
Hello MPGH
Yesterday I decided I would try making my own menu, I've looked through several different menues, reading through scripts to understand how they work, I think I've got the hang of it but I still have some questions I want answered;
I understand the whole thing with bypasses, loaders, executers and what not, you inject them at menu(or lobby in some cases?), go in game nad execute your script. The menus are based on .sqf-files and they are written in Arma-language(similar to making missions and events in the editor?).
1. RE's.
What exaclty is an RE? (A Remote Execute script)
And when exactly is it used?
Do you need an RE for your menu to run correctly, even if you for say already uses an injetor (Yolohack for example)?
Is it possible for an RE to fully replace a bypasser in purpose, or what is it for exactly?
Also, a question regarding the yolohack bypass;
How does it work? I know it injects the loader but what does it do exactly except that, more specific, what exactly does it bypass?
Thanks in advance, if there's any other tips regarding menus or bypassers/loaders in general, feel free to add
Edit: Yes, I use yolohack, #poorfag
Last edited by jeppeake; 04-04-2013 at 01:36 AM.
Remote executions let you do stuff like spawn vehicles, buildings ect.
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jeppeake (04-04-2013)
The re is used to run the same piece of code on every player in the server.
https://community.bistudio.com/wiki/...in_Multiplayer
BattlEye (BE) doesn't care what scripts you run as all these scripts have legitimate purposes within ArmA and BE cant tell the difference. When you see kicked for script restriction it because in the servers scripts.txt file they will have restricted the use of "CreateVehicle". So you need to think of clever ways to get around that.
Bypasses stop BE from sending infomation to its servers they have nothing to do with the scripts.
jeppeake (04-04-2013)