Author Topic: ESP & IFRA RED VISION?  (Read 1223 times)

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farseercccp

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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.
« Last Edit: March 27, 2012, 09:50:08 pm by farseercccp »

ZOldDude

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Re: ESP & IFRA RED VISION?
« Reply #1 on: March 28, 2012, 02:21:52 am »
A generic wall h@ck and cross hair programs are found in the TKC public download section.

*While we crash and burn, small, low tech, agrarian societies such as the Hmong in the mountains of Laos will continue on without so much as blinking an eye.*

farseercccp

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Re: ESP & IFRA RED VISION?
« Reply #2 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]

farseercccp

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Re: ESP & IFRA RED VISION?
« Reply #3 on: March 28, 2012, 08:14:20 pm »
Nothing happens, does this still work?

farseercccp

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Re: ESP & IFRA RED VISION?
« Reply #4 on: March 29, 2012, 01:38:38 am »
well no luck so far, anyone please help me?

ZOldDude

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Re: ESP & IFRA RED VISION?
« Reply #5 on: March 29, 2012, 02:40:29 am »
Read what was posted as it gives you what you asked for without a PBO.   :icon_rolleyes2

*While we crash and burn, small, low tech, agrarian societies such as the Hmong in the mountains of Laos will continue on without so much as blinking an eye.*

M. O.

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Re: ESP & IFRA RED VISION?
« Reply #6 on: March 29, 2012, 03:41:28 am »
There is an application that gives you a red dot in the middle of the screen. However, it should be possible to enable with a trainer or pbo. Dev activity is pretty low at the moment.
Heckling is an art, and game hacking a science.

Coronel_Niel

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Re: ESP & IFRA RED VISION?
« Reply #7 on: March 30, 2012, 01:51:20 am »
Was never interested in ESP. Playing dominion last week and noticed they have a sort of ESP that doesn't work through walls and is distance limited.

Take a look at that
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Visabear

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Re: ESP & IFRA RED VISION?
« Reply #8 on: March 30, 2012, 07:04:02 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??

i mss old ofp

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Re: ESP & IFRA RED VISION?
« Reply #9 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).
692063616E206C6F616420612070626F6F6E2074686520666C79206C6D616F00

the joke is you!!!!

farseercccp

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Re: ESP & IFRA RED VISION?
« Reply #10 on: March 31, 2012, 06:37:02 pm »
what about a script that toggles the minimap, without having a gps?

i mss old ofp

  • Insane Joker
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    • TKC
Re: ESP & IFRA RED VISION?
« Reply #11 on: April 01, 2012, 01:54:49 am »
what about a script that toggles the minimap, without having a gps?

i have a mini map but it dosnt move with player it yurns off after a min then you can turn it back on when needed ... but dosnt toggel or move.
692063616E206C6F616420612070626F6F6E2074686520666C79206C6D616F00

the joke is you!!!!