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Messages - farseercccp

Pages: [1]
1
Armed Assault 2 / Re: Arma 2 Mega mod-app 100% undetected
« on: April 07, 2012, 03:10:08 am »
everything is recoded.and its more based on  an older mod-app then bugfest,... and as you see pic i revized loki not bugfest... i self modified every word in this.
Let me explain you again, you are using scroll list menu to call dialogs, scripts and this scroll menu is detected with a code I submitted 2 posts before. It doesn't matter if you change names in scroll menu list since code I submitted detects scroll menu itself not the certain known names :) . As I can see screens were made in single player as usual so you are safe until you are playing there lol.
lmao, you are so wrong, you are way off. even if i was using what you say i am,. everything is scripted i dont think you fully understand and i wont explain it more than that, once you figure out what im doing youll post it like you did the last time. so thell be no hints just pics(here and there), if you are looking for a mod-app ask medic i think he can direct you to a web site he knows about...im not planing on sharing this just yet.

oh befor i forget ... i also learnd to respect and appriciate the same peopel you called losers, so maybe my kama sucks , but my knowledge is getting better.

and i see you posted code , thinking it would effect me lol.. sorry BIS i mean Gerk but nice post for admins and such,

I hate to get involved here, but I agree.

If you want to help, then help. Why post codes to help server admins overcome our community emmbers? Thtas lame.

Regards

2
Armed Assault 2 / Re: Arma 2 Mega mod-app 100% undetected
« on: April 06, 2012, 07:46:31 pm »
everything is recoded.and its more based on  an older mod-app then bugfest,... and as you see pic i revized loki not bugfest... i self modified every word in this.

cool, if u can get the ESP script to work for me, Ill give u 5$

4
Cheat Requests / Re: World of tanks cheat (mod-app)
« on: April 06, 2012, 06:12:58 pm »
not going to happen, the naimbot is useless anyway.

As for the ESP, u can view existing tanks but not tans that are hidden due to serverside processing.

5
Armed Assault 2 / HOW TO MAKE A SELECT PLAYER DO ANIMATION
« on: April 06, 2012, 06:08:43 pm »
Hello, I am trying to write a script that would make someone do pushups.

SO far;

Code: [Select]
["player playMove "AmovPercMstpSnonWnonDnon_exercisePushup"] exec "\scripts\_do_public.sqs";

Exit

It generates an error ingame.

6
Armed Assault 2 / Re: ESP & IFRA RED VISION?
« on: March 31, 2012, 06:37:02 pm »
what about a script that toggles the minimap, without having a gps?

7
Armed Assault 2 / Re: How can I tell what type of ban I have?
« on: March 30, 2012, 12:28:27 pm »
so editing registry doesnt change your guid.
Also, editing registry keys and reinstalling battleye doesnt change ur guid.
Also changing registry and updating steam only causes it to reverse back to old keys.

Weird.

8
Armed Assault 2 / Re: How can I tell what type of ban I have?
« on: March 30, 2012, 03:56:39 am »
Well, I went into registry and changed my keys... and yet... I am still banned (kicked on connect)? WTF?

9
Armed Assault 2 / Re: How can I tell what type of ban I have?
« on: March 29, 2012, 09:29:20 pm »
I assume it is the GUID ban, will try using arma2 key changer etc.

10
Armed Assault 2 / How can I tell what type of ban I have?
« on: March 29, 2012, 04:38:41 am »
So I was playing around on a server and an admin booted me off, everytime I connect I get the message "you have bene kicked off the server". Is this a player ID ban, a KEY BAN etc? I am not sure which tool to use if any, and I cant get in contact with MrMedic for the password to the Arma2 unbanner rar file.

11
Armed Assault 2 / Re: ESP & IFRA RED VISION?
« on: March 29, 2012, 01:38:38 am »
well no luck so far, anyone please help me?

12
Armed Assault 2 / Re: ESP & IFRA RED VISION?
« on: March 28, 2012, 08:14:20 pm »
Nothing happens, does this still work?

13
Armed Assault 2 / Re: ESP & IFRA RED VISION?
« on: March 28, 2012, 07:00:48 am »
Code: [Select]
[FFA_LIFESTATE_HEALTHY=1;
FFA_LIFESTATE_INJURED=2;
FFA_LIFESTATE_DYING=3;
FFA_LIFESTATE_DEAD=4;
FFA_PLAYERINAGONY=false;

FFA_MARKERS_INFANTRY=0;
FFA_MARKERS_VEHICLES=1;
FFA_MARKERS_BOTH=2;
FFA_MARKERS_GROUP=3;

FFA_MARKERS_DISTANCE=700;
FFA_MARKERS_TYPE=2;
FFA_CURRENTMARKER_DISTANCE=5;
FFA_CURRENTMARKER_TYPE=2;

FFA_PRIVATEVEHICLES=[];
FFA_TOTALPLAYERS={[ES1,ES2,ES3,ES4,ES5,ES6,ES7,ES8,ES9,ES10,ES11,ES12,ES13,ES14,ES15,ES16,ES17,ES18,ES19,ES20,ES21,ES22,ES23,ES24,ES25,ES26,ES27,ES28,ES29,ES30,ES31,ES32,ES33,ES34,ES35,ES36,ES37,ES38,ES39,ES40,ES41,ES42,ES43,ES44,ES45,ES46,ES47,ES48,ES49,ES50,ES51,ES52,ES53,ES54,ES55,ES56,ES57,ES58,ES59]};//list of players slots
FFA_CURRENTPLAYERS=[];


//Inmission GUI with players names and airstrike target icon

private["_i","_name","_unitname","_unit","_lifestate","_text","_control","_pos","_veh","_dst"];

if (!(local player)) exitWith{};

sleep 1;

disableSerialization;
_currentCutDisplay = _this select 0;

while {(alive player) && !((vehicle player) isKindOf "BIS_Steerable_Parachute")} do
{
{

_a=0;
{
if (side player != side _x) then
{
call compile format["ES%1 = %2",_a,_x];_a=_a+1;
}
//hint format["ES%1 = %2",_a,_x];
}foreach playableunits;

//ES1=_x;
if ((FFA_MARKERS_DISTANCE > 0) ) then //|| ((currentWeapon player)=="LaserDesignator") || ((typeOf (vehicle player)) in FFA_ASSAULTAIR)) then
{
if (FFA_MARKERS_DISTANCE > 0) then
{
for [{_i=1},{_i<=30},{_i=_i+1}] do
{


_unit=[] call compile format ["ES%1",_i];
_control=_currentCutDisplay displayCtrl (900+_i);

_uid=getPlayerUID _unit;
_veh=vehicle _unit;
_dst=round (_veh distance (vehicle player));

if ((isPlayer _unit) && (_unit!=player) && !(isNull _unit) && ((vehicle _unit)!=(vehicle player)) && (_dst<=FFA_MARKERS_DISTANCE) && ((_unit in (units player)) || (FFA_MARKERS_TYPE!=FFA_MARKERS_GROUP)) && !(visibleMap) && (alive player)) then
// if ((_unit!=player) && !(isNull _unit) && ((vehicle _unit)!=(vehicle player)) && (_dst<=FFA_MARKERS_DISTANCE) && ((_unit in (units player)) || (FFA_MARKERS_TYPE!=FFA_MARKERS_GROUP)) && !(visibleMap) && (alive player)) then
{
_unitname=name _unit;
_pos=getPosATL _veh;

if (_veh!=_unit)  then
{
if (((_unit==(effectiveCommander _veh)) && (FFA_MARKERS_TYPE!=FFA_MARKERS_INFANTRY)) || ((_unit in (units player)) && (FFA_MARKERS_TYPE==FFA_MARKERS_GROUP))) then
{
_text = gettext(configFile >> "CfgVehicles" >> (typeof _veh) >> "displayName");
_mask="<t size='%4' shadow='true' align='center' color='%5'>%1</t><br/><t size='%4' shadow='true' align='center' color='%6'>[%2]</t><br/><t size='%4' shadow='true' align='center' color='%7'>%3m</t>";
_name=parseText format[_mask,_unitname,"ID: "+_uid+" "+_text,_dst,0.6,"#AACCAA","#FFFFFF","#AAAAFF"];
_pos=[_pos select 0,_pos select 1,(_pos select 2)];
}
else
{
_name=parseText "";
};
}
else
{
if ((FFA_MARKERS_TYPE!=FFA_MARKERS_VEHICLES)) then
{
_lifestate=1;//_unit getVariable "FFA_LIFESTATE";
_pos=[_pos select 0,_pos select 1,(_pos select 2)];
_name=parseText "";

switch (_lifestate) do
{
case FFA_LIFESTATE_HEALTHY:
{
//_mask="<t size='%3' shadow='true' align='center' color='%4'>%1</t><br/><t size='%3' shadow='true' align='center' color='%5'>%2m</t><br/>";
//_name=parseText format[_mask,_unitname,_dst,1.0,"#AAFFAA","#AAAAFF"];

_mask="<t size='%4' shadow='true' align='center' color='%5'>%1</t><br/><t size='%4' shadow='true' align='center' color='%6'>[%2]</t><br/><t size='%4' shadow='true' align='center' color='%7'>%3m</t>";
_name=parseText format[_mask,"["+_unitname+"]","ID: "+_uid,_dst,0.6,"#AAFFAA","#FFFFFF","#AAAAFF"];
_pos=[_pos select 0,_pos select 1,(_pos select 2)];

};
case FFA_LIFESTATE_INJURED:
{
_mask="<t size='%4' shadow='true' align='center' color='%5'>%1</t><br/><t size='%4' shadow='true' align='center' color='%6'>[%2]</t><br/><t size='%4' shadow='true' align='center' color='%7'>%3m</t>";
_name=parseText format[_mask,"["+_unitname+"]",localize "STR_MAP_Injured",_dst,1.0,"#AAFFAA","#FF0000","#AAAAFF"];
};
case FFA_LIFESTATE_DYING:
{
_mask="<t size='%4' shadow='true' align='center' color='%5'>%1</t><br/><t size='%4' shadow='true' align='center' color='%6'>[%2]</t><br/><t size='%4' shadow='true' align='center' color='%7'>%3m</t>";
_name=parseText format[_mask,_unitname,localize "STR_MAP_Dying",_dst,1.0,"#AAFFAA","#FF0000","#AAAAFF"];
};
case FFA_LIFESTATE_DEAD:
{
_mask="<t size='%4' shadow='true' align='center' color='%5'>%1</t><br/><t size='%4' shadow='true' align='center' color='%6'>[%2]</t><br/><t size='%4' shadow='true' align='center' color='%7'>%3m</t>";
_name=parseText format[_mask,_unitname,localize "STR_MAP_Dead",_dst,1.0,"#AAFFAA","#FF0000","#AAAAFF"];
};
};
}
else
{
_name=parseText "";
};
};
_pos=worldToScreen _pos;
if ((count _pos)!=0) then
{
ctrlShow[_control,true];
_control ctrlSetStructuredText _name;
_control ctrlSetPosition [(_pos select 0)-0.125,_pos select 1];
_control ctrlCommit 0;
waitUntil {ctrlCommitted _control};
}
else
{
ctrlShow[_control,false];
_control ctrlSetStructuredText parseText "";
_control ctrlCommit 0;
waitUntil {ctrlCommitted _control};
};
}
else
{
ctrlShow[_control,false];
_control ctrlSetStructuredText parseText "";
_control ctrlCommit 0;
waitUntil {ctrlCommitted _control};
};
};
};
if (((currentWeapon player)=="LaserDesignator") || (((typeOf (vehicle player)) in FFA_ASSAULTAIR) && ((player==driver (vehicle player)) || (player==gunner (vehicle player))))) then
{
if (count FFA_DESIGNATION_TARGET > 0) then
{
_dst=round((vehicle player) distance FFA_DESIGNATION_TARGET);
_text=round(90+FFA_DESIGNATION_TIME-time);
_mask="<t size='%4' shadow='true' align='center' color='%5'>%1</t><br/><t size='%4' shadow='true' align='center' color='%6'>%2sec</t><br/><t size='%4' shadow='true' align='center' color='%7'>%3m</t><br/><t><img image='gui\selector_selectedmission_ca.paa' align='center' color='%5' size='3.0'></t>";
_name=parseText format[_mask,localize "STR_MAP_AirStrike",_text,_dst,1.0,"#FF0000","#FFFFFF","#AAAAFF"];
_pos=worldToScreen FFA_DESIGNATION_TARGET;
if (count _pos > 0) then
{
_control=_currentCutDisplay displayCtrl (991);
ctrlShow[_control,true];
_control ctrlSetPosition [(_pos select 0)-0.125,(_pos select 1)-0.125];
_control ctrlSetStructuredText _name;
_control ctrlCommit 0;
waitUntil {ctrlCommitted _control};
};
if (_text <= 0) then
{
FFA_DESIGNATION_TARGET=[];
};
}
else
{
_control=_currentCutDisplay displayCtrl (991);
ctrlShow[_control,false];
_control ctrlSetStructuredText parseText "";
_control ctrlCommit 0;
waitUntil {ctrlCommitted _control};
};
}
else
{
_control=_currentCutDisplay displayCtrl (991);
ctrlShow[_control,false];
_control ctrlSetStructuredText parseText "";
_control ctrlCommit 0;
waitUntil {ctrlCommitted _control};
};
}
else
{
for [{_i=1},{_i<=30},{_i=_i+1}] do
{
_control=_currentCutDisplay displayCtrl (900+_i);
ctrlShow[_control,false];
_control ctrlSetStructuredText parseText "";
_control ctrlCommit 0;
waitUntil {ctrlCommitted _control};
};
//sleep 10+(random 10);
    //sleep 0.0001;
};
}foreach playableunits;
};/code]

14
Armed Assault 2 / ESP & IFRA RED VISION?
« on: March 27, 2012, 09:43:28 pm »
Hello,

I am looking for a recent ESP sqs/sqf script, I have gone over the forum and found some old versions, however i can not get the to work. Alas! I am too old to prod around with these scripts, codes etc. For me it's the equivalent of writing an essay in Cantonese, even though I was born in Euro; you can imagine the difficulties.

Now, I play semi legit, I'm not too big on the whole raging, crashing, carpet bombing side of things, besides I usually end up banned right away, without a clue as to how to unban myself!

I am not be a coder, only an accountant; to be frank not interested in learning to code either; it would take far too long and I dont have the time between family and work, I'd rather have one of you experts create/share one (why spend hours doing something, when another can create it in 5 minutes?). I am willing to contribute/donate $ for every good script, I am looking for 3 scripts;

An ESP, a crosshair (on some servers, crosshair is disabled! I want it back), and third person (same situation as crosshair).

I have recently purchased MrMedics mod, it's working well however i am looking for more "subtle" and "liberating" features to improve my gameplay experience! So anything comparable with this mod would be appreciated.

Thanks, Regards

PS: Had an idea; do you think it would be possible to have a script that would allow you to see as if you were looking through the IR Scope? The one that makes enemies glow etc. Or perhaps have the effect assigned to your binoculars?  It would make excellent spotting etc.

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