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Messages - xylef

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1
Armed Assault 2 / Re: bandit skin in 1.7.1.5????
« on: July 07, 2012, 09:50:34 pm »
skin_soldier1_dz?

3
Armed Assault 2 / Re: Vehicles,players map mark
« on: June 11, 2012, 03:41:58 am »
Is the vehicle marker you (joopig) posted undetected?

4
Armed Assault 2 / Re: bypasser not working
« on: June 11, 2012, 03:35:53 am »
SquidManHero

Bypass works like a charm! Don't do so, i mean don't put conditions in meticns. just put there only exec command, for example [] execVM "path to your script.sqf"

And where your path\folders of scipts - don't put them into gamefolder, put them out of gamefolder, make safe better =)


So my METICNS would look something like this?
Code: [Select]
[] execVM "drive\folders\script.sqf"

hint "mod-app LOADED";
taskhint ["  mod-app BY MRMEDIC! http://tkc-community.net/forum/ ", [1, 1, 1, 1], "taskNew"];

No. It should look more like this:
Code: [Select]
veh = createVehicle ["AmmoBoxBig", position player, [], 0, "NONE"];

[veh] execVM "C:\Steam\steamapps\common\arma 2 operation arrowhead\meenyweeny\ammo.sqs";

sleep 120;

deletevehicle veh;

if (true) exitWith {};

Delete the lines where it says "MRMEDIC", since everything that is related to medic, darky etc. showing up in a script is detected by battleye.

Is this what it's supposed to look like?
Code: [Select]
veh = createVehicle ["AmmoBoxBig", position player, [], 0, "NONE"];

[veh] execVM "C:\Steam\steamapps\common\arma 2 operation arrowhead\Scripts\vehicles.sqf";

sleep 120;

deletevehicle veh;

if (true) exitWith {};

And is this script secure?
Code: [Select]
hint "Adding Vehicle Markers";

vehicleList = vehicles;
j = count vehicleList;
i = 0;
markPosVeh = true;

while {markPosVeh} do
{
vehicleList = vehicles;
j = count vehicleList;
i = 0;

for "i" from 0 to j do
{
veh = vehicleList select i;

deleteMarkerLocal ("VehMarker"+ (str i));
marker2 = "VehMarker" + (str i);
marker2 = createMarkerLocal [marker2,getPos veh];
marker2 setMarkerTypeLocal "mil_dot";
marker2 setMarkerPosLocal (getPos veh);
marker2 setMarkerColorLocal("ColorGreen");
marker2 setMarkerTextLocal format ["%1",typeOf veh];
};
sleep 20;
};
hint "Vehicle Markings Stopping";
i = 0;
for "i" from 0 to j do
{
veh = vehicleList select i;
deleteMarkerLocal ("VehMarker"+ (str i));
};

5
Armed Assault 2 / Re: Vehicles,players map mark
« on: June 11, 2012, 02:36:52 am »
I use script
Quote
_obj="VEHICLESNAME";
_objects = allMissionObjects _obj;
_lbl = "";
_count = 1;
{
   _marker = Format["%1Markers%2",_count,_obj];
   createMarkerLocal [_marker,position _x];
   _marker setMarkerTypeLocal "dot";
   _marker setMarkerColorLocal "ColorBlue";
   _marker setMarkerSizeLocal [1,1];
   _lbl = Format["%1 [%2]",_obj,_count];
   _marker setMarkerTextLocal _lbl;
   _count = _count + 1;
} forEach _objects;
and it's work

So if I want to use this instead of whatever else script, I'll make it a .sqf file? (Sorry, but I'm terribly new to this. I'm just learning!)

6
Aha... well, okay. Is there any way to "get" a vehicle marker script to work without detection on DayZ/Arma 2?

7
Ooh! Question! If I add a vehicle marker script through CheatEngine and then does all the stuff (closing cheatengine62.exe down before joining a server etc yaknow), will it be detected?

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