Author Topic: DayZ weaponcrate in depth  (Read 36806 times)

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LongDong

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Re: DayZ weaponcrate in depth
« Reply #30 on: May 27, 2012, 04:58:38 am »
lol k

lol

EsseX

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Re: DayZ weaponcrate in depth
« Reply #31 on: May 27, 2012, 05:00:00 am »
NO drama for your lama. I feel yea ofp and medic have been dukin it out while making fun of rocket at the same time. Was amazing.

LongDong

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Re: DayZ weaponcrate in depth
« Reply #32 on: May 27, 2012, 05:02:19 am »
k

junkiemew

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Re: DayZ weaponcrate in depth
« Reply #33 on: May 27, 2012, 07:39:56 am »
Works smoothly, thanks.

MrMedic

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Re: DayZ weaponcrate in depth
« Reply #34 on: May 27, 2012, 07:53:59 am »


So i heard some people have some trouble with that particular thing, so here's a quick explanation  :icon_thumbsup :

1. Get a cool ass bypass or make one yourself ( if you have the knowledge, i guess you don't need that tutorial smartass )

2. Create a new .sqf file, name it the fuck you want.

3. Put this in your freshly created .sqf file :

Code: [Select]
veh = createVehicle ["AmmoBoxBig" , position player, [], 0, "NONE"];

[veh] execVM "YOUR-FILE-PATH-HERE\crate.sqs";

sleep 120;

deletevehicle veh;

if (true) exitWith {};

MrMedic created this script, i just downloaded it for learning purpose. Best way.

So let's take a look at this.

- The first line will create the box at the player position, we gonna use " AmmoBoxBig " ( thanks to JonMS ) because that shit is already present in DayZ.

- The second line will exec our .sqs file, to actually add / load the weapons into the box. You will understand later.

- The last lines will delete the box after 120 seconds ( you can modifiy the time as you like ). We don't want any pesky player looting our box, no ?

Ok our .sqf is done. If you run the script on a server your box will appear, but it will be of course empty. To add the stuff we want to that box, we need to create a new .sqs file.

1. Create a new .sqs file, name it the fuck you want. In step 3, i named my .sqs file " crate.sqs ". Note the path of your file somewhere.

2. Put this in your freshly created .sqs file :

Code: [Select]
_crate = _this select 0;
// Rifles
_crate addWeaponCargo ["M14_EP1", 100];
_crate addWeaponCargo ["Remington870_lamp", 100];
_crate addWeaponCargo ["M4A3_CCO_EP1", 100];
_crate addWeaponCargo ["M4A1_AIM_SD_camo", 100];
_crate addWeaponCargo ["BAF_L85A2_RIS_CWS", 100];
_crate addWeaponCargo ["BAF_AS50_scoped", 100];
_crate addWeaponCargo ["Winchester1866", 100];
_crate addWeaponCargo ["LeeEnfield", 100];
_crate addWeaponCargo ["revolver_EP1", 100];
_crate addWeaponCargo ["FN_FAL", 100];
_crate addWeaponCargo ["FN_FAL_ANPVS4", 100];
_crate addWeaponCargo ["m107", 100];
_crate addWeaponCargo ["Mk_48_DZ", 100];
_crate addWeaponCargo ["M249_DZ", 100];
_crate addWeaponCargo ["DMR", 100];
_crate addWeaponCargo ["M16A2", 100];
_crate addWeaponCargo ["M16A2GL", 100];
_crate addWeaponCargo ["AK_47_M", 100];
_crate addWeaponCargo ["AK_74", 100];
_crate addWeaponCargo ["M4A1_Aim", 100];
_crate addWeaponCargo ["AKS_74_kobra", 100];
_crate addWeaponCargo ["AKS_74_U", 100];
_crate addWeaponCargo ["AK_47_M", 100];
_crate addWeaponCargo ["M24", 100];
_crate addWeaponCargo ["M1014", 100];
_crate addWeaponCargo ["M4A1", 100];
_crate addWeaponCargo ["MP5SD", 100];
_crate addWeaponCargo ["MP5A5", 100];
_crate addWeaponCargo ["huntingrifle", 100];


// Sidearm
_crate addWeaponCargo ["glock17_EP1", 100];
_crate addWeaponCargo ["M9", 100];
_crate addWeaponCargo ["M9SD", 100];
_crate addWeaponCargo ["Colt1911", 100];
_crate addWeaponCargo ["UZI_EP1", 100];


/////////////////////////////////////////////////////
// AMMO
/////////////////////////////////////////////////////

// Rifle ammo
_crate addMagazineCargo ["30Rnd_556x45_Stanag", 100];
_crate addMagazineCargo ["30Rnd_556x45_StanagSD", 100];
_crate addMagazineCargo ["20Rnd_762x51_DMR", 100];
_crate addMagazineCargo ["30Rnd_762x39_AK47", 100];
_crate addMagazineCargo ["5Rnd_762x51_M24", 100];
_crate addMagazineCargo ["10Rnd_127x99_m107", 100];
_crate addMagazineCargo ["8Rnd_B_Beneli_74Slug", 100];
_crate addMagazineCargo ["1Rnd_HE_M203", 100];
_crate addMagazineCargo ["FlareWhite_M203", 100];
_crate addMagazineCargo ["FlareGreen_M203", 100];
_crate addMagazineCargo ["1Rnd_Smoke_M203", 100];
_crate addMagazineCargo ["200Rnd_556x45_M249", 100];
_crate addMagazineCargo ["8Rnd_B_Beneli_Pellets", 100];
_crate addMagazineCargo ["30Rnd_9x19_MP5", 100];
_crate addMagazineCargo ["30Rnd_9x19_MP5SD", 100];
_crate addMagazineCargo ["100Rnd_762x51_M240", 100];
_crate addMagazineCargo ["15Rnd_W1866_Slug", 100];
_crate addMagazineCargo ["5x_22_LR_17_HMR", 100];
_crate addMagazineCargo ["10x_303", 100];


// Sidearm ammo
_crate addMagazineCargo ["15Rnd_9x19_M9", 100];
_crate addMagazineCargo ["15Rnd_9x19_M9SD", 100];
_crate addMagazineCargo ["7Rnd_45ACP_1911", 100];
_crate addMagazineCargo ["17Rnd_9x19_glock17", 100];
_crate addMagazineCargo ["8Rnd_9x18_Makarov", 100];
_crate addMagazineCargo ["6Rnd_45ACP", 100];
_crate addMagazineCargo ["8Rnd_9x18_Makarov", 100];


// Items
_crate addWeaponCargo ["Binocular_Vector", 100];
_crate addWeaponCargo ["NVGoggles", 100];
_crate addWeaponCargo ["ItemGPS", 100];
_crate addWeaponCargo ["ItemMap", 100];
_crate addWeaponCargo ["ItemCompass", 100];
_crate addWeaponCargo ["ItemWatch", 100];
_crate addWeaponCargo ["ItemKnife", 100];
_crate addWeaponCargo ["ItemMatchbox", 100];
_crate addMagazineCargo ["PipeBomb", 100];
_crate addMagazineCargo ["HandGrenade_west", 100];
_crate addMagazineCargo ["ItemBandage", 100];
_crate addMagazineCargo ["ItemPainkiller", 100];
_crate addMagazineCargo ["ItemMorphine", 100];
_crate addMagazineCargo ["ItemEpinephrine", 100];
_crate addMagazineCargo ["ItemAntibiotic", 100];
_crate addMagazineCargo ["ItemBloodbag", 100];
_crate addMagazineCargo ["PartEngine", 100];
_crate addMagazineCargo ["PartGeneric", 100];
_crate addMagazineCargo ["PartVRotor", 100];
_crate addMagazineCargo ["ItemJerrycan", 100];
_crate addBackpackCargo ["DZ_ALICE_Pack_EP1", 2];
_crate addBackpackCargo ["DZ_Backpack_EP1", 2];

It will add almost every single item and weapon you can find in DayZ to your crate. You can edit this to add whatever you want, don't forget to use Classnames, of course.

3. Save and quit your .sqs file, we're done with it.

4. Now you need to go back to your .sqf file, and edit the path of this line :

Code: [Select]
[veh] execVM "YOUR-FILE-PATH-HERE\crate.sqs";
With the path of your fresh .sqs file.

5. Go on a server, load your script, enjoy the fuck up.

Post here if you got a problem. I have no knowledge with bypassing, so don't ask things related to that.

pm me tomorrow
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rhyomguther

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Re: DayZ weaponcrate in depth
« Reply #35 on: May 27, 2012, 08:12:41 am »
What's the difference between .sqf and .sqs files?

Gerk

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Re: DayZ weaponcrate in depth
« Reply #36 on: May 27, 2012, 12:50:45 pm »
What's the difference between .sqf and .sqs files?
If say shortly sqf and sqs have a bit different syntax and some sqs command won't execute in real time debug console.
SQF does not have a goto command anymore.
SQF commands can span several lines if they are enclosed in brackets.
SQF can return a variable, where SQS cannot.
Comment in SQS looks like this: ; bla bla bla,
Comment in SQF: // This is single-line comment
                       /* This is multiline
                           comment
                      */

semtexv2

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Re: DayZ weaponcrate in depth
« Reply #37 on: May 27, 2012, 01:01:24 pm »
Quote
thanks longdong for the help it works now it seems , btw would you know how i could add this to work aswell as crates do i just add it to the bottom of the script but that would mean every time i wana make god mode id spawn crates but that wouldn't matter would it as crates would de-spawn..

What is this ? A medical script ?

In any cases it's not a god mode at all, it will just reset all your players health related stats but you will still be permeable to bullets.

I didn't manage to pull off a godmode, the ones i have are all detected as fuck.

Firstly, if you want to add this script to the existing box script, do not put that shit in the .sqs file but in the .sqf file.

It should look something like that :

Code: [Select]
veh = createVehicle ["AmmoBoxBig", position player, [], 0, "NONE"];

[veh] execVM "C:\Users\Matt\Desktop\crate.sqs";

sleep 120;

deletevehicle veh;

if (true) exitWith {};

_v =player;
_v setDammage 0;
"dynamicBlur" ppEffectAdjust [0];"dynamicBlur" ppEffectCommit 5;"colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 1],  [1, 1, 1, 1]];"colorCorrections" ppEffectCommit 5;
r_interrupt = false;
r_doLoop = false;
r_self = false;
r_drag_sqf = false;
r_action = false;
r_action_unload = false;
r_player_handler = false;
r_player_handler1 = false;
r_player_dead = false;
r_player_unconscious = false;
r_player_infected = false;
r_player_injured = false;
r_player_inpain = false;
r_player_loaded = false;
r_player_cardiac = false;
r_fracture_legs = false;
r_fracture_arms = false;
r_player_blood = 12000;
r_player_lowblood = false;
r_player_timeout = 0;
r_handlerCount = 0;
dayz_hunger = 0;
dayz_thirst = 0;
dayz_temperatur = 100;
hint "done!";

Try it.


i was just browsing through the forums found a snippet from Gerk so credit to him , anyway not sure if this will work but add'd his no damage snippet to yours like you did and this should work if im not wrong ?

Edit: would help if i added the fucking code....
.sqf file :
Code: [Select]
veh = createVehicle ["AmmoBoxBig", position player, [], 0, "NONE"];

[veh] execVM "C:\Users\Matt\Desktop\crate.sqs";

sleep 120;

deletevehicle veh;

if (true) exitWith {};


(vehicle player) removeAllEventHandlers "handleDamage";(vehicle player) addEventHandler ["handleDamage", { false }];


gregorio85

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Re: DayZ weaponcrate in depth
« Reply #38 on: May 30, 2012, 03:23:59 am »
I'm trying but i keep failing, better try harder...

Eros

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Re: DayZ weaponcrate in depth
« Reply #39 on: May 30, 2012, 03:35:47 am »
What's the difference between .sqf and .sqs files?
If say shortly sqf and sqs have a bit different syntax and some sqs command won't execute in real time debug console.
SQF does not have a goto command anymore.
SQF commands can span several lines if they are enclosed in brackets.
SQF can return a variable, where SQS cannot.
Comment in SQS looks like this: ; bla bla bla,
Comment in SQF: // This is single-line comment
                       /* This is multiline
                           comment
                      */

I never knew this, thanks :P

gregorio85

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Re: DayZ weaponcrate in depth
« Reply #40 on: May 30, 2012, 09:53:26 pm »
Ok i finally spawned the box, but it last only a few secondos (like 2-3) any possibile solution?

MrMedic

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Re: DayZ weaponcrate in depth
« Reply #41 on: May 30, 2012, 09:56:28 pm »
Ok i finally spawned the box, but it last only a few secondos (like 2-3) any possibile solution?


check the new pbo's for something like an array with the name of the box in it , then check for deletevehicle with that array name in.

the rest is upto you. it should be very easy.

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gregorio85

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Re: DayZ weaponcrate in depth
« Reply #42 on: May 30, 2012, 10:13:24 pm »
Ok i finally spawned the box, but it last only a few secondos (like 2-3) any possibile solution?


check the new pbo's for something like an array with the name of the box in it , then check for deletevehicle with that array name in.

the rest is upto you. it should be very easy.



Thank you, I solved by spawning a vehicle with the only gear i needed

JonMS

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Re: DayZ weaponcrate in depth
« Reply #43 on: May 31, 2012, 05:10:21 am »
you still use
Code: [Select]
player addWeapon
LongDong dont be a baby.

Jar2012

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Re: DayZ weaponcrate in depth
« Reply #44 on: May 31, 2012, 08:45:44 am »
Ill give this a try as soon as i get the bypasser working....... :icon_thumbsup Thanks!