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Messages - i mss old ofp

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226
Armed Assault 2 / Re: ESP & IFRA RED VISION?
« on: March 30, 2012, 08:18:46 pm »
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]


How do you get this script to work?
do you place this inside notepad. and turn notepad file into a pbo??
this is very old and laggy, no point in using.
there is only 1 esp that works with list typ h@-cks 3d quality but you must research,
or wait till somonne posts useful info, id give you better hints but the work isnt mine (im just modifing it).

227
Operation Flashpoint / Re: Impersonator (not the spam one)
« on: March 26, 2012, 04:57:57 am »
this is actuly very funny shit, pm me userpc.

228
Armed Assault 2 / Re: PBO needed
« on: March 20, 2012, 09:37:26 am »
@XJ click on link in my name i loaded file there for ya.

229
Armed Assault 2 / Re: I need help again-_-
« on: March 10, 2012, 03:45:22 pm »
are you looking for a mod-app just to mess with? there are a ton in downloads, loki,troopmon,zump,gerks.
if you looking for a bypassed one, medic posted a bypass not sure how it works but i was told it does.

Ya pretty much I think the darky Update (Alex.pbo) is great but for some reason it stoped working I don't know if it is my download or link but the "fuckyoudoolittle" button in the esc menu stoped showing up
just change the way it loads, you need to use a hex editor. change the onload in the pbo. i dont know much about that hack i never opend it.

230
Armed Assault 2 / Re: I need help again-_-
« on: March 07, 2012, 02:55:29 am »
are you looking for a hack just to mess with? there are a ton in downloads, loki,troopmon,zump,gerks.
if you looking for a bypassed one, medic posted a bypass not sure how it works but i was told it does.

231
Armed Assault 2 / Re: I need help again-_-
« on: March 04, 2012, 08:10:18 am »
I foun this on http://www.uc-forum.com/forum/arma-arma2/71578-arma-2-pbo-mod-app.html it looks pretty cool becase it changes the text to be all green. Then when i run it in game there is an INIT in esc menu ill push it and nothing happens i have tryed to push other buttons the ctrl + left win and insert delete but it still doesnt work for me. there is also a button i the dedicated sever control but ill do the same thing and nothing works. Any Information on why it wont work will help

that pbo mod-app is , and has been detected for a wile.
and also never worked the info was leaked out by me  but some dick head posted it public  (broken) this h@k was writen by gerk and wasnt to be pubilc.
but like i said who ever stupid was that posted it public on that forum posted it unworking and wrong info.

232
Armed Assault 2 / Re: new bypass
« on: February 27, 2012, 02:09:02 pm »
ok method i was working on will only work 60% so im trying somthing eles.

233
this still works, i have it working for ofp,and cwa.. i think its uploaded already for cwa, if you need i can upload it for ofp.

234
Armed Assault 2 / Re: new bypass
« on: February 26, 2012, 08:34:02 pm »
Ill release something here in a minute. come on, i know your curious.... keep these playground attitudes up and ill show you.

This is beyond competitive behavior. a little shit talk is fine, but consoleing pretty much every thread isnt.
i wasnt trying to be competitive at all, but sick of being called stupid and ran down everytime i have worked out a bypass. its still in the works. i guess i shouldt post ontill im ready to release.ill take note of that. but if anyone here (that i know AND trust) pm me and you can help me work out the bugs as im very bussy with fam,horses,work.

235
Armed Assault 2 / Re: new bypass
« on: February 26, 2012, 07:25:22 pm »
I would like to see someone release something just to keep battleye on their toes , and let these wonderfull people have a cheat.

ps I hope bouncer is actually going to release a new cheat also , hes quite a nice guy. :smile
then why not release yours ?

236
Armed Assault 2 / Re: new bypass
« on: February 26, 2012, 07:24:32 pm »
i think i do, and it is the same reason things are the way they are here.
if you think i dont see whats infront of me or understand that alot of peeps are fake here
$$$ talks so i know more than you think. maybe its me that dosnt want to stoop to your level.
you might be smart but you are ignorant.

237
Armed Assault 2 / Re: new bypass
« on: February 26, 2012, 07:15:52 pm »
no, and i don't care, really medic. i gave up, the last time you bs 'ed me.
its an endless empty conversation

bit of a flawless victory wouldnt you say?  :smile
you made a mistake, that is the good news

238
Armed Assault 2 / Re: new bypass
« on: February 26, 2012, 07:11:04 pm »
no, and i don't care, really medic. i gave up, the last time you bs 'ed me.
its an endless empty conversation

239
Armed Assault 2 / Re: new bypass
« on: February 26, 2012, 07:02:02 pm »
i dont think you should post one public, just cause it will last for a day or 2... id do it thru pm or pass word protect it, it will last longer. :icon_cool2

I think he should post it and let everyone use it.  :smile
eveyone will , just not posting public . i think you understand why.
or maybe you should post one of your so called bypasses.

240
Armed Assault 2 / Re: new bypass
« on: February 26, 2012, 06:55:01 pm »
i dont think you should post one public, just cause it will last for a day or 2... id do it thru pm or pass word protect it, it will last longer. :icon_cool2

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