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Messages - cairney

Pages: [1] 2 3 4
1
Off Topic / Re: MrMedic AKA Kath
« on: June 12, 2012, 03:09:27 am »
I'm sorely disappointed MrMedic, I was highly anticipating your bullshit excuse, it hasn't come... yet. Lets hope for the best, but mind you it would be hard to bullshit your way out of this one.

2
Off Topic / Re: MrMedic AKA Kath
« on: June 11, 2012, 04:52:08 am »
Why not link direct to the posts on UC?  :icon_shifty

Didn't think it was allowed Z. He says you know who it is Z, but even if you really do know a Kath is I am sure it is still Medic. It is 100% medic who made those posts you can tell from grammar to the way he talks about himself. This being Medic I am sure he will have an excuse.  :icon_shifty

_________

UC profile: http://www.unknowncheats.me/forum/member90189.html

Topics started: http://www.unknowncheats.me/forum/search.php?searchid=823245

Posts made: http://www.unknowncheats.me/forum/search.php?searchid=823246

3
Off Topic / Re: MrMedic AKA Kath
« on: June 11, 2012, 02:15:55 am »
#5:


#6:


#7:


#8:


#9:

4
Off Topic / MrMedic AKA Kath
« on: June 11, 2012, 12:20:59 am »
MrMedic AKA - Kath:

If you check out his posts after you view these screenshots it is a good laugh. The last one is one of my personal favourites! He has claimed on UC and TKC that Kath isn't him, but it is super easy to spot it is him... Medic you even do the same spacing with commas like so ,

Topic split to load faster - http://www.dropbox.com/gallery/76336081/1/MrMedic?h=55db45

#9 and #3 have to be Medic at his best

#1:


#2:


#3:


#4:

5
Armed Assault 2 / Re: Vehicle Killing
« on: June 09, 2012, 09:55:37 am »
I've gone through and poured through every line of code in dayz_code, using their own code to spawn vehicles, have read almost every single command and what it does on (http://community.bistudio.com/wiki/Category:Scripting_Commands_ArmA2) and attempted to apply the vehicle-relevant commands, but all result in the same issue - vehicles exploding or disappearing upon entry.  I've spent 6+ hours on this every day for the past week or so, and I think I've made almost no progress.  On the upside, I've learned a ton about arma 2 scripting from reading over so much code, but I guess not enough to solve this issue.

Seconded.

It's kind of like this




Third that.

Image super relevant

6
Armed Assault 2 / Re: Vehicle Killing
« on: June 09, 2012, 09:04:32 am »
After browsing a multitude different threads and trying tons of different things I STILL can't seem to keep the vehicles from killing me.

Script i'm using:
Code: [Select]
_lada = [10, 10, 10, "UH1H_TK_GUE_EP1"] execVM "\z\addons\dayz_code\compile\local_createObj.sqf";
_lada setVariable ["ObjectID", 1337, true]
vehicle player setDamage 0;
vehicle player setFuel 1;

Any ideas? PM a code? Thanks c;

I don't have it working, but it is a lot more complicated then that now.

7
Armed Assault 2 / Re: Arma 2 + Oa + BAF + PMC Bypass number 2
« on: June 08, 2012, 05:07:34 am »
Nice post. Ill have to look into it. It does not bypass banned scripts if I'm correct.

It simply tells BE "Bitch please, piss off and die".  :icon_cool2


the next one will own stay tuned. got loads more me old mate , il release when i feel like it, gonna show battleye how to cheat tkc style lol.  :smile


Nice release. Can't wait to see the script ban bypass all the script bans are driving me mental. I'm sure it isn't a big thing if you are a bit more experienced, but when trying to make what would work in a normal server then work in Day Z it can be a pain in the ass for me. It is fun at the same time though! Good fun trying to learn scripting and playing around with things.

8
Armed Assault 2 / Re: Battle eye script detection bypass.
« on: June 08, 2012, 02:47:39 am »
Thanks for that Niel.

9
Armed Assault 2 / Re: Mod-Loader/Script-Loader
« on: June 07, 2012, 08:03:47 pm »
Managed to make it undetected, so no worries. It's my own fault... I thought they would be a bit more competent then that and never really played with it. I was at college, so couldn't at the time.

10
Armed Assault 2 / Re: Weapon crate with regular ARMA 2 weapons?
« on: June 07, 2012, 03:36:20 pm »
Remove all the DayZ weapons, and then add all the ArmA 2 weapons instead. Just look up the classes of ArmA 2 weapons online (Links to sites in other topics/Google) and add them to the box or find a script which has all these classes already and use that. Does CL use OA? Or just ArmA 2?

Edit:

Save this as whatever you want (Quickly copy paste from LongDong)

Code: [Select]
veh = createVehicle ["AmmoBoxBig" , position player, [], 0, "NONE"];

[veh] execVM "YOUR-FILE-PATH-HERE\crate.sqs";


Now make anoter script with this in it and point your first scripts path to it:

Code: [Select]
while {alive _crate} do
{

// Remove the stock items from the crate
clearMagazineCargo _crate;
clearWeaponCargo _crate;

/////////////////////////////////////////////////////
// WEAPONS
/////////////////////////////////////////////////////

// Main Battle Rifles (MBR)
_crate addWeaponCargo ["G36a", 100];
_crate addWeaponCargo ["G36C", 100];
_crate addWeaponCargo ["G36_C_SD_eotech", 100];
_crate addWeaponCargo ["G36K", 100];
_crate addWeaponCargo ["M1014", 100];  // Combat shotgun
_crate addWeaponCargo ["M16A2", 100];
_crate addWeaponCargo ["M16A2GL", 100];
_crate addWeaponCargo ["M16A4", 100];
_crate addWeaponCargo ["M16A4_GL", 100];
_crate addWeaponCargo ["M16A4_ACG_GL", 100];
_crate addWeaponCargo ["M16A4_ACG", 100];
_crate addWeaponCargo ["M4A1", 100];
_crate addWeaponCargo ["M4A1_HWS_GL", 100];
_crate addWeaponCargo ["M4A1_HWS_GL_camo", 100];
_crate addWeaponCargo ["M4A1_HWS_GL_SD_Camo", 100];
_crate addWeaponCargo ["M4A1_RCO_GL", 100];
_crate addWeaponCargo ["M4A1_Aim", 100];
_crate addWeaponCargo ["M4A1_Aim_camo", 100];
_crate addWeaponCargo ["M4A1_AIM_SD_camo", 100];
_crate addWeaponCargo ["M8_carbine", 100];
_crate addWeaponCargo ["M8_carbineGL", 100];
_crate addWeaponCargo ["M8_compact", 100];

// Submachineguns (SMG)
_crate addWeaponCargo ["MP5A5", 100];
_crate addWeaponCargo ["MP5SD", 100];

// Light Machineguns (LMG)
_crate addWeaponCargo ["MG36", 100];
_crate addWeaponCargo ["Mk_48", 100];
_crate addWeaponCargo ["M240", 100];
_crate addWeaponCargo ["M249", 100];
_crate addWeaponCargo ["M8_SAW", 100];

// Sniper rifles
_crate addWeaponCargo ["DMR", 100];
_crate addWeaponCargo ["M4SPR", 100];
_crate addWeaponCargo ["M8_sharpshooter", 100];
_crate addWeaponCargo ["M107", 100];
_crate addWeaponCargo ["M24", 100];
_crate addWeaponCargo ["M40A3", 100];

// Pistols
_crate addWeaponCargo ["Colt1911", 100];
_crate addWeaponCargo ["M9", 100];
_crate addWeaponCargo ["M9SD", 100];

// AT & AA
_crate addWeaponCargo ["Javelin", 100];
_crate addWeaponCargo ["M136", 100];
_crate addWeaponCargo ["SMAW", 100];
_crate addWeaponCargo ["Stinger", 100];

/////////////////////////////////////////////////////
// AMMO
/////////////////////////////////////////////////////

// LMG ammo
_crate addMagazineCargo ["100Rnd_556x45_BetaCMag", 100];
_crate addMagazineCargo ["100Rnd_762x51_M240", 100]; // also for Mk48
_crate addMagazineCargo ["200Rnd_556x45_M249", 100];

// Sniper Rifle ammo
_crate addMagazineCargo ["20Rnd_762x51_DMR", 100];
_crate addMagazineCargo ["10Rnd_127x99_m107", 100];
_crate addMagazineCargo ["5Rnd_762x51_M24", 100];

// MBR ammo
_crate addMagazineCargo ["20Rnd_556x45_Stanag", 100];
_crate addMagazineCargo ["30Rnd_556x45_G36", 100];
_crate addMagazineCargo ["30Rnd_556x45_G36SD", 100];
_crate addMagazineCargo ["30Rnd_556x45_Stanag", 100];
_crate addMagazineCargo ["30Rnd_556x45_StanagSD", 100];
_crate addMagazineCargo ["8Rnd_B_Beneli_74Slug", 100];  // Combat shotgun

// SMG ammo
_crate addMagazineCargo ["30Rnd_9x19_MP5", 100];
_crate addMagazineCargo ["30Rnd_9x19_MP5SD", 100];

// Pistol ammo
_crate addMagazineCargo ["15Rnd_9x19_M9", 100];
_crate addMagazineCargo ["15Rnd_9x19_M9SD", 100];
_crate addMagazineCargo ["7Rnd_45ACP_1911", 100];

// M203 ammo
_crate addMagazineCargo ["1Rnd_HE_M203", 100];
_crate addMagazineCargo ["1Rnd_Smoke_M203", 100];
_crate addMagazineCargo ["1Rnd_SmokeGreen_M203", 100];
_crate addMagazineCargo ["1Rnd_SmokeRed_M203", 100];
_crate addMagazineCargo ["1Rnd_SmokeYellow_M203", 100];
_crate addMagazineCargo ["FlareGreen_M203", 100];
_crate addMagazineCargo ["FlareRed_M203", 100];
_crate addMagazineCargo ["FlareWhite_M203", 100];
_crate addMagazineCargo ["FlareYellow_M203", 100];

// AT & AA ammo
_crate addMagazineCargo ["Javelin", 100];
_crate addMagazineCargo ["M136", 100];
_crate addMagazineCargo ["SMAW_HEAA", 100];

_crate addMagazineCargo ["SMAW_HEDP", 100];
_crate addMagazineCargo ["Stinger", 100];

// Items
_crate addWeaponCargo ["Binocular", 100];
_crate addWeaponCargo ["NVGoggles", 100];
_crate addWeaponCargo ["ItemGPS", 100];
_crate addWeaponCargo ["LaserDesignator", 100];
_crate addMagazineCargo ["LaserBatteries", 100];

// Grenades & Satchels
_crate addMagazineCargo ["HandGrenade_West", 100];
_crate addMagazineCargo ["SmokeShell", 100];
_crate addMagazineCargo ["SmokeShellGreen", 100];
_crate addMagazineCargo ["SmokeShellRed", 100];
_crate addMagazineCargo ["SmokeShellYellow", 100];
_crate addMagazineCargo ["SmokeShellOrange", 100];
_crate addMagazineCargo ["SmokeShellPurple", 100];
_crate addMagazineCargo ["SmokeShellBlue", 100];
_crate addMagazineCargo ["PipeBomb", 100];
_crate addMagazineCargo ["Mine", 100];

sleep 180;
};

I'm not sure if that will work, but it should test it and message back.

11
Armed Assault 2 / Mod-Loader/Script-Loader
« on: June 07, 2012, 03:26:58 pm »
I've been trying to make MrMedics loader work undetected, so that when I start my scripts I have a nice menu, and can execute the scripts from it, but I can't seem to get it undetected inside DayZ with script restrictions. I have a very limited knowledge of scripting and I am really trying to expand on it through stuff like the wiki. Can anyone hint at what I should be doing to make this pass these script restrictions? Or send some code? That later one seems to be asking a bit much though. If you are going to send any hints/code please do it over PM because we all know they are watching. Thanks.

Edit: NM



12
Armed Assault 2 / Re: DayZ weaponcrate in depth
« on: June 07, 2012, 01:27:54 am »
@kenjamin: Might wanna' try actually saving a script written in sqf as a .sqf file.

I used the exact code from the example as the code for the sqf file. what are you talking about?

He is talking about when you save the file. Can't do it right, then do this:

Start, run(Search on W7/Vista), notepad.exe, insert your code if it is a two part code then save it twice, but when you go to save it click file 'Save As...' and at the end of whatever you want to call it add .sqf and under that in the 'Save as type' drop it down and put 'All Files', then save it or save both your scripts.

Now fire up ArmA and do the other tutorials to successfully load your scripts. If you are using working code and you do it correctly, then you shouldn't have any problems. If you want working code for an ammo box look at BanHammers post a few pages back. You might also want to use a hint, so you can see if the script is loading. Further issues? Use the search bar at the top and have a look at some of my other posts.

13
Hey plosky1, using this script and tut the boxes spawn when I click on vote_kick and work perfectly but in some streams and videos I've seen people who just mouse scroll down and select spawn box. It's the same result but just a little more efficient since you don't have to go to the map and server control. By mouse scroll up/down i mean you know how you can do that to select change weapon, bandage someone, etc. Do you know how to do this or?

Go to the download section and download Medics 'Cheat system' it has what you are looking for, so it is a good place to start, but I think every Day Z server detects the way it is loaded on start up.

14
Any Idea how I could use this to get a chopper? I tried the vehicles, but when I enter them they simply explode...

It's because they have scripts to detect if you enter a vehicle which isn't supposed to be their. I think you you spawn a "UH1H_DZ" it won't blow up, but don't quote me on that! Try it and see I am not at home. If you want to spawn other vehicles you need to find a way around it I think someone posted it up in another topic have a look around.

15
Here is a post I made in another topic:

Use this code by buster to spawn an ammo box in Day Z:


ammo.sqf
Code: [Select]
_abox = "AmmoBoxBig" createVehicle (position player);

[_abox] execVM "\script\cargo.sqf";

cargo.sqf
Code: [Select]
_abox = _this select 0;
_dayz_wep =["M14_EP1","Remington870_lamp","M4A3_CCO_EP1","M4A1_AIM_SD_camo","BAF_L85A2_RIS_CWS","BAF_AS50_scoped","Winchester1866","LeeEnfield","revolver_EP1","FN_FAL","FN_FAL_ANPVS4","m107_DZ",
  "Mk_48_DZ","DMR","M16A2","M16A2GL","bizon_silenced","AK_74","M4A1_Aim","AKS_74_kobra","AKS_74_U","AK_47_M","M24","M1014","M4A1","MP5SD","MP5A5","huntingrifle","Crossbow","glock17_EP1","M9",
  "M9SD","Colt1911","UZI_EP1","Binocular","Binocular_Vector","NVGoggles","ItemGPS","ItemMap","ItemCompass","ItemWatch","ItemFlashlight","ItemFlashlightRed","ItemKnife","ItemHatchet","ItemMatchbox",
  "ItemEtool","ItemToolbox"];

_dayz_mag =["30Rnd_556x45_Stanag","30Rnd_556x45_StanagSD","20Rnd_762x51_DMR","30Rnd_762x39_AK47","5Rnd_762x51_M24","10Rnd_127x99_m107","8Rnd_B_Beneli_74Slug","1Rnd_HE_M203","FlareWhite_M203",
  "FlareGreen_M203","1Rnd_Smoke_M203","200Rnd_556x45_M249","8Rnd_B_Beneli_Pellets","30Rnd_9x19_MP5","30Rnd_9x19_MP5SD","100Rnd_762x51_M240","15Rnd_W1866_Slug","5x_22_LR_17_HMR",
  "10x_303","15Rnd_9x19_M9","15Rnd_9x19_M9SD","7Rnd_45ACP_1911","17Rnd_9x19_glock17","8Rnd_9x18_Makarov","6Rnd_45ACP","8Rnd_9x18_Makarov","BoltSteel","PipeBomb","HandGrenade_west",
  "FoodSteakRaw","FoodSteakCooked","FoodCanBakedBeans","FoodCanSardines","FoodCanPasta","ItemSodaCoke","ItemSodaPepsi","ItemWaterbottle","HandRoadFlare","HandChemGreen","HandChemBlue",
  "HandChemRed","ItemSandbag","ItemTankTrap","ItemWire","ItemBandage","ItemPainkiller","ItemMorphine","ItemEpinephrine","ItemAntibiotic","ItemBloodbag","ItemHeatPack","PartWoodPile","PartWheel",
  "PartFueltank","PartGlass","PartEngine","PartGeneric","PartVRotor","ItemJerrycan","ItemGenerator","ItemTent","Skin_Soldier1_DZ","Skin_Survivor2_DZ","Skin_Camo1_DZ","Skin_Sniper1_DZ"];

_dayz_bpk =["DZ_Patrol_Pack_EP1","DZ_Assault_Pack_EP1","DZ_CivilBackpack_EP1","DZ_ALICE_Pack_EP1","DZ_Backpack_EP1"];

{_abox addWeaponCargo [_x,100];} forEach _dayz_wep;
{_abox addMagazineCargo [_x,100];} forEach _dayz_mag;
{_abox addBackpackCargo [_x,2];} forEach _dayz_bpk;


Save each as what he wrote above the code and don't forget to save it as type all. Then it to load ammo.sqf which will automatically call on cargo.sqf and spawn you an ammo box.

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