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Messages - johnbowa

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1
Armed Assault 2 / Re: Everyone mod-app CCL on A2(free).
« on: August 05, 2012, 10:50:46 am »
I take it as you have now made a truce.

2
Armed Assault 2 / Re: arma2:oa key changer with sourcecode.
« on: July 03, 2012, 05:02:21 am »
TKC: Battleyes Research and Development team

3
Armed Assault 2 / Re: a wild vehicle spawn thread appears
« on: June 24, 2012, 10:59:41 am »
:D They check the hive now, *Sarcastic* I gotz global banndez.

No, I knew I was close (or maybe not close at all) but was just missing something. I don't need to cheat anymore seeing as I have a group of friends who now play. Now it's actually fun to play legit! (Usually is fun to play legit)

4
Armed Assault 2 / Re: zargabad life add money script
« on: June 21, 2012, 03:19:35 am »
do i have to add anything like cop 14

Actually, on ZL it might be Kontostand instead so:
Kontostand = (Kontostand+1000000);
And yes you do need something before it.

You need to type this in global chat. But use a period before you write it so it doesn't show up in front of everyone.

So type in global chat:

.imatool Kontostand = (Kontostand+1000000);

When you type that into Global chat you are good to go!
Really..... not even funny

I thought it was quite humorous.

5
Armed Assault 2 / Re: Zargabad Life download
« on: June 21, 2012, 03:11:04 am »
Where can i find a download for Zargabad Life.
Thanks  :icon_biggrin2


All you need to do is join a game with it on, and its downloaded. The Mission file is in your appdata!

*if on windows 7, type %appdata% into your "search programs and files" in your start menu. Click on the appdata again at the top to get out of your roaming and ARMA 2 OA should be a folder in there*

6
Any server that has vehicles in it, createVehicle is not blacklisted, as the server is running those scripts to spawn the vehicles (I assume)

7
Armed Assault 2 / Re: Dayz: Current script restrictions.
« on: June 17, 2012, 08:03:58 am »
Code: [Select]
onMapSingleClick is a known one for all you people who don't know why Teleporting is a script restriction.

Figure out a different way, without having to click on the map. Then its not restricted.
(not too hard, :D)

8
Armed Assault 2 / Re: a wild vehicle spawn thread appears
« on: June 14, 2012, 03:28:53 am »
close
.. (isserver)

D:
Modified Version not working...
Code: [Select]
_class = "UH1H_DZ";
_location = position player;
_dir = getDir player;
_object = createVehicle [_class, _location, [], 0, "CAN_COLLIDE"];
_object setdir _dir;
_object setpos _location;
_object setVariable ["153912", _class, true];
_server = [dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_object]
player setVehicleInit _server;
processInitCommands;
sleep 0.3;
clearVehicleInit player;
hint "Vehicle Spawned, Code Activated, Still Blowing Up?"

9
Armed Assault 2 / Re: Takistan Life Scripts
« on: June 13, 2012, 11:27:05 am »
btw does anyone have anything for the    CITY LIFE 2?  I searched the forum but nothing new

Give me the .PBO and i'll look at it.

10
Armed Assault 2 / Re: a wild vehicle spawn thread appears
« on: June 13, 2012, 11:13:48 am »
Code: [Select]
_class = "UH1H_DZ";
_location = position player;
_dir = getDir player;
_server = dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_object];
_object = createVehicle [_class, _location, [], 0, "CAN_COLLIDE"];
_object setdir _dir;
_object setpos _location;
_object setVariable ["153912", _class, true];
sleep 0.1;
player setVehicleInit _server;
processInitCommands;
clearVehicleInit player;
hint "Vehicle Spawned, Code Activated, Still Blowing Up?"

I knew why my previous scripts were blowing up, but I haven no clue what's wrong right now.
Code: [Select]
dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_object]I'm executing this through the server. This SHOULD be adding it to the database, but I don't know why it's not. I looked through the code, and they haven't added any extra protection (that I can see)

Any advice to my script? (That's a new one)
I did this code pretty much myself, so it's not the best. If you see any mistakes I made, point them out please.

11
To bypass script detection medic told us in a post that you have to use the "mission functions" to get around the script detection. Dont exactly know what he means though.

Battleeye is really shitty. Just make minor changes to your scripts and they work fine.



Example:
Code: [Select]
"UH1H_DZ" createVehicle (position player)
change it to

Code: [Select]
_class "UH1H_DZ";
_location position player;
_object = createVehicle [_class, _location, [], 0, "CAN_COLLIDE"];

BAM. Does the exact same thing, just a very minor change in script.

12
Armed Assault 2 / Re: Takistan Life Scripts
« on: June 13, 2012, 07:08:38 am »
The default name for money is geld. So replace moneh with geld for the money script to work.

No its not
"TAKISTAN LIFE" scripts. For Takistan life their money is stored as "moneh"

Your thinking of
"ZARGABAD LIFE" Zargabad stores it as "geld"

Just look at the .PBO guys, its all in there.

13
Armed Assault 2 / Re: Jerrycan
« on: June 13, 2012, 07:04:14 am »
Move around the ATV a bit to get the message in your scroll menu, it should pop up.

Works for me, anyway.

14
Armed Assault 2 / Re: Arma 2 scripting
« on: June 12, 2012, 06:25:59 am »
I'm working on getting one. Don't hold your breath, as I'm still learning.
Also, nobody will post a working one anyway, as it will get blacklisted, and not work.

15
Armed Assault 2 / Re: Arma 2 scripting
« on: June 12, 2012, 06:19:15 am »
Thanks but can you give me an example of a vehicle spawn with a vehicle in the code in stead of somthing like put vehicle here thanks  :icon_biggrin2 :icon_biggrin2 :icon_biggrin2

So really you just want a vehicle spawn code, and don't want to learn.

I'll save you the humiliation of MrMedic:
1. Search
2. Download Section (I'm positive there are over 20 different types of vehicle spawn codes in there)


Here is a vehicle script that's detected. On Dayz, anyway.
Code: [Select]
"VEHICLEHERE" createVehicle (position player);

Just a hint, dayz and battleye blacklist words in scripts (i think). So if you change that script just a tiny bit, I'm sure it will work again.

Or you could just use their code. That works too.
"\dayz_code\compile\local_createObj.sqf"

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