Author Topic: DayZ weaponcrate in depth  (Read 36833 times)

0 Members and 2 Guests are viewing this topic.

semtexv2

  • Online Villain
  • ***
  • Posts: 113
  • Derp
    • View Profile
Re: DayZ weaponcrate in depth
« Reply #15 on: May 27, 2012, 12:48:45 am »
i can spawn 3 boxs but nothing inside them on a dayz none battleeye

1min gonna edit something and test soz

yup still cant fix it i can spawn the crates but nothing is inside them all the code seems to be right :/ any idea's ? anyone tested it today

LongDong

  • Online Villain
  • ***
  • Posts: 109
    • View Profile
Re: DayZ weaponcrate in depth
« Reply #16 on: May 27, 2012, 12:52:17 am »
if they're emtpy you fucked something in the .sqs file or writing a wrong path in the .sqf.

leebeasley

  • Online Villain
  • ***
  • Posts: 115
  • Nyaaa!
    • View Profile
Re: DayZ weaponcrate in depth
« Reply #17 on: May 27, 2012, 12:58:26 am »
Is it possible to do this using the bypass method MrMedic posted by putting the files into the scripts folder and execute them instead?
I cut corners while running laps in gym class because I'm a fearless bastard.

semtexv2

  • Online Villain
  • ***
  • Posts: 113
  • Derp
    • View Profile
Re: DayZ weaponcrate in depth
« Reply #18 on: May 27, 2012, 01:14:03 am »
if they're emtpy you fucked something in the .sqs file or writing a wrong path in the .sqf.

i copy pasted every the same in .sqs file as you posted

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];

and path is right as it surely wouldnt make the crates ?

LongDong

  • Online Villain
  • ***
  • Posts: 109
    • View Profile
Re: DayZ weaponcrate in depth
« Reply #19 on: May 27, 2012, 01:16:33 am »
You don't understand. The path in the .sqf point to the .sqs. If you fuck up the path, the boxes will spawn empty. The .sqs file is only here to add shit inside the boxes, not to spawn the boxes themselves.

If you fuck up the path, they will spawn empty.

leebeasley

  • Online Villain
  • ***
  • Posts: 115
  • Nyaaa!
    • View Profile
Re: DayZ weaponcrate in depth
« Reply #20 on: May 27, 2012, 01:23:02 am »
Code: [Select]
veh = createVehicle ["AmmoBoxBig", position player, [], 0, "NONE"];

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

sleep 120;

deletevehicle veh;

if (true) exitWith {};

Example:

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

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

sleep 120;

deletevehicle veh;

if (true) exitWith {};

Correct?
I cut corners while running laps in gym class because I'm a fearless bastard.

semtexv2

  • Online Villain
  • ***
  • Posts: 113
  • Derp
    • View Profile
Re: DayZ weaponcrate in depth
« Reply #21 on: May 27, 2012, 03:10:39 am »
Code: [Select]
veh = createVehicle ["AmmoBoxBig", position player, [], 0, "NONE"];

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

sleep 120;

deletevehicle veh;

if (true) exitWith {};

Example:

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

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

sleep 120;

deletevehicle veh;

if (true) exitWith {};

Correct?

i was using medics bypass so worked out dif but for other bypass's i'd say yeah thats how its ment to go.



p.s


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..

Code: [Select]
_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!";

LongDong

  • Online Villain
  • ***
  • Posts: 109
    • View Profile
Re: DayZ weaponcrate in depth
« Reply #22 on: May 27, 2012, 03:34:51 am »
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.

JonMS

  • Intentional Cheater
  • **
  • Posts: 40
    • View Profile
Re: DayZ weaponcrate in depth
« Reply #23 on: May 27, 2012, 03:41:53 am »
- The first line will create the box at the player position, we gonna use " AmmoBoxBig " because that shit is already present in DayZ.
 

Now I do believe I'm the first one who said this so I would like some credit as well.

LongDong

  • Online Villain
  • ***
  • Posts: 109
    • View Profile
Re: DayZ weaponcrate in depth
« Reply #24 on: May 27, 2012, 03:48:13 am »
Happy now ?

MrMedic

  • MasstKer
  • ********
  • Posts: 8900
  • programmer/dev/software engineer
    • View Profile
Re: DayZ weaponcrate in depth
« Reply #25 on: May 27, 2012, 04:00:06 am »
EnCoded Message: i3iy9yl8kr2xf3g2Txs3pr6ye3ya7jg5ty2z

https://www.youtube.com/watch?v=62_7-AYfdkQ
you need a paypal account for the private versions.

Website:
http://bit.ly/medic101

Teamspeak 3: 85.236.101.5:10157

LongDong

  • Online Villain
  • ***
  • Posts: 109
    • View Profile
Re: DayZ weaponcrate in depth
« Reply #26 on: May 27, 2012, 04:04:17 am »
edit : Nevermind.
« Last Edit: May 27, 2012, 04:37:09 am by LongDong »

EsseX

  • Online Villain
  • ***
  • Posts: 176
    • View Profile
Re: DayZ weaponcrate in depth
« Reply #27 on: May 27, 2012, 04:55:04 am »

LongDong

  • Online Villain
  • ***
  • Posts: 109
    • View Profile
Re: DayZ weaponcrate in depth
« Reply #28 on: May 27, 2012, 04:56:44 am »
Was not worth a drama anyway.

Still the truth.

MrMedic

  • MasstKer
  • ********
  • Posts: 8900
  • programmer/dev/software engineer
    • View Profile
Re: DayZ weaponcrate in depth
« Reply #29 on: May 27, 2012, 04:57:42 am »
Was not worth a drama anyway.

Still the truth.

lol read it before ya edited wasnt worth a response either , you dont like him then i take it lol
EnCoded Message: i3iy9yl8kr2xf3g2Txs3pr6ye3ya7jg5ty2z

https://www.youtube.com/watch?v=62_7-AYfdkQ
you need a paypal account for the private versions.

Website:
http://bit.ly/medic101

Teamspeak 3: 85.236.101.5:10157