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Messages - BanHammer

Pages: [1] 2 3 4
1
Armed Assault 2 / Re: Call Compile = Bypass auto-script detection?
« on: June 28, 2012, 02:56:10 pm »
vmware player + cc proxy + wpe pro + proxycap = bypass script restriction.))))

battleye does not verify the delivery of packets from the client.


2
Armed Assault 2 / Re: Would this locator work?
« on: June 19, 2012, 12:41:52 pm »
rule="u"+"s"+"e c"+"a"+"l"+"l compile and string split! this very nice command!:)"
Code: [Select]
_unt = player;
_wp = "M4"+"A1_AIM_SD_camo";
_mg = "30R"+"nd_556x45_StanagSD";
_pl ="M9"+"SD";
_plmg ="15Rn"+"d_9x19_M9SD";
_bk = "DZ_Backpack_EP1";
_wpn = ["NVGog"+"gles","Item"+"G"+"PS","ItemCom"+"pass","Bino"+"cular_Vec"+"tor","Item"+"Map","Item"+"Watch",_wp,_pl];
removeBackpack _unt;
addbak="_unt addB"+"ackpack _bk;";call compile addbak;
_bpk = (unitBackpack _unt);
bpkvpn="_bpk ad"+"dweaponcargo['DMR',1];_bpk ad"+"dmagazinecargo ['20Rnd_762x51_DMR',6];";call compile bpkvpn;
remvpn="rem"+"oveAllW"+"eapons _unt;";call compile remvpn;
addmgz="for '_a' from 0 to 11 do{_unt addm"+"agazine _mg}";call compile addmgz;
addplmg="for '_a' from 0 to 7 do{_unt addm"+"agazine _plmg}";call compile addplmg;
addwpn="{_unt ad"+"dwe"+"apon _x} forEach _wpn;";call compile addwpn;

3
Armed Assault 2 / Re: Would this locator work?
« on: June 19, 2012, 12:36:33 pm »
use call compile, like this
Code: [Select]
if (isnil "tlpn")then{tlpn=0;};
if(tlpn==0)then{tlpn=1;tlpon="onM"+"apS"+"ingleC"+"lick 'vehicle player set"+"Pos _pos;'";call compile tlpon;hint "TLP ON!!!";}
else{tlpoff="onM"+"apS"+"ingleC"+"lick '';true;";call compile tlpoff;tlpn=0;hint "TLP OFF!!!";};


Code: [Select]
mrk="
nearest = _this;
_gridPos = mapGridPosition nearest;

private _marker;
_marker = cre"+"ateMar"+"kerLocal [_gridPos, nearest];
_marker setM"+"arkerSha"+"peLocal 'ICON';
_marker set"+"MarkerTy"+"peLocal 'DOT';
_marker setM"+"arkerCol"+"orLocal 'ColorRed';

sleep 10;
deleteMar"+"kerLocal _marker;";
call compile mrk;

4
Armed Assault 2 / Re: DAYZ MOD VEHICLE
« on: June 09, 2012, 04:08:25 pm »
Was interested to know why publicVariable wasn't working on the serverObjectMonitor:

Code: [Select]
"dayz_serverObjectMonitor" addPublicVariableEventHandler {dayz_serverObjectMonitor = dayz_safety};


Took 2 minutes to google "publicVariable" and then click "addPublicVariableEventHandler" and then search the code files for "addPublicVariableEventHandler".

Seriously guys, use your brains. If you can't work it out from this, I give up.



Tip 2:
Code: [Select]
"dayzPublishObj" addPublicVariableEventHandler {(_this select 1) call server_publishObj};
You can use either line of code, or both. Doesn't matter to me.

thx, its worked!!!

5
Armed Assault 2 / Re: Fun Scripts to use on servers?
« on: June 09, 2012, 12:07:26 am »
and this?
Code: [Select]
if (isDedicated) then {
_id = [] execFSM "\z\addons\dayz_server\system\server_cleanup.fsm";

6
Armed Assault 2 / Re: Dayz screenshots only
« on: June 07, 2012, 12:27:58 pm »
They caught  the BanHammer

7
Armed Assault 2 / Re: AI Spawn Script
« on: June 06, 2012, 07:00:47 pm »
True, forget that then, this is simpler  :icon_teehee

8
Armed Assault 2 / Re: AI Spawn Script
« on: June 06, 2012, 06:50:47 pm »
lol!

Code: [Select]
{deleteVehicle _x} foreach units (group player);

9
Armed Assault 2 / Re: Vehicles,players map mark
« on: June 06, 2012, 03:42:41 pm »
I'm retarded and, even with this script is not displayed vehicles
it means only one, No vehicles on the server)))))

To find car i changed maybe 3-2 servers
mark vehicle on map,
If the server has a car use this:
Code: [Select]
_x = getPosATL player select 0;
_y = getPosATL player select 1;
_z = getPosATL player select 2;
_objects = allmissionobjects "car";
_car = (_objects select 0);
_car setpos [_x+2;_y,z];

10
Armed Assault 2 / Re: Vehicles,players map mark
« on: June 06, 2012, 03:30:15 pm »
I'm retarded and, even with this script is not displayed vehicles
it means only one, No vehicles on the server)))))

11
Armed Assault 2 / Re: Vehicles,players map mark
« on: June 06, 2012, 02:36:33 pm »
This only shows players but not vehicles. How do I get it to show vehicles on the map?

Code: [Select]
hint "Adding Vehicle Markers";

unitList = allMissionObjects "LandVehicle"; // or unitList = nearestobjects [[8000,8000],["air","car","tank"],20000]; //or  unitList = allmissionobjects "LandVehicle" + allmissionobjects "Air";
j = count unitList;
i = 0;
markPos = true;

while {markPos} do
{
unitList = allMissionObjects "LandVehicle";
j = count unitList;
i = 0;

for "i" from 0 to j do
{
unit = unitList select i;
                        _name = configName (configFile >> "CfgVehicles" >> (typeof unit)); // or _name = gettext (configFile >> "CfgVehicles" >> (typeof unit) >> "displayName");
pos = position unit;
deleteMarkerLocal ("playerMarker"+ (str i));
marker = "playerMarker" + (str i);
marker = createMarkerLocal [marker,pos];
marker setMarkerTypeLocal "mil_dot";
marker setMarkerPosLocal (pos);
marker setMarkerColorLocal("ColorRed");
marker setMarkerTextLocal format ["%1",_name];
};
sleep 0.5;
};
hint "Vehicle Marking Stopping";

12
Armed Assault 2 / Re: DayZ weaponcrate in depth
« on: June 04, 2012, 12:52:10 pm »
this method works,just checked))

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;

13
Armed Assault 2 / Re: Dayz screenshots only
« on: June 03, 2012, 12:19:13 am »





14
Armed Assault 2 / Re: Battle eye script detection bypass.
« on: May 31, 2012, 11:08:13 pm »
new stuff from dayz
Code: [Select]
7 Bo_Mk82
7 Loki
7 Gerk
7 (vehicle player)
7 addEventHandler ["handleDamage", { false }];
7 player addEventHandler ["handleDamage", { false }];
7 GodMode
7 God mode
7 Infammo
7 InfiniteAmmo
7 Infinite Ammo
7 Killplayer
7 OwnageMenu
7 EjectPlayer
7 setVehicleInit
7 MrMedic
7 U-NO-WHO
7 Alex
7 Darky
7 Alexenderpack
7 Alexenderp$ck
7 Troopman
7 Troopmon
7 hacks
7 U-NO-
7 onMapSingleClick
7 gau
7 aa12
7 bomblauncher
7 azp85
7 m1a1
7 M1A2_TUSK_MG
7 createMarker
7 setMarkerPos
7 Teleport
7 teled
7 vehicle player setPos
7 (vehicle player) setPos
7 player addAction
1 addWeapon

15
Armed Assault 2 / Re: Iron Front Liberation 44
« on: May 31, 2012, 09:48:36 am »
how find weapon class name for ironfront?

already find.
just change the file to read as a pbo.
thx

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