Author Topic: TKC ArmA SuperCheatPack Community Scripts Topic  (Read 20556 times)

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M. O.

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Re: TKC ArmA SuperCheatPack Community Scripts Topic
« Reply #15 on: September 18, 2007, 12:56:02 am »
This script will let you use AIs and other players as cannon balls .    

New File: cannonballhim.sqs
Code: (cpp) [Select]
TitleText [format["%1: %2!1 we're out of ammo!",name obj, name player], "PLAIN DOWN"]
[obj, "if (name player==name l) then {TitleText [format[""%1: Sir we're out of ammo!"",name player], "PLAIN DOWN"];};"] exec "\_ch34tsDevString\scripts\_do_public2.sqs"
~3
TitleText [format["You: Glad you volunteered chap! Map!"], "PLAIN DOWN"]
[obj, "if (name player==name l) then {TitleText [""TKC Guy: Glad you volunteered chap!"", "PLAIN DOWN"];};"] exec "\_ch34tsDevString\scripts\_do_public2.sqs"
~2
TitleText [format[" "], "PLAIN DOWN"]

onMapSingleClick "[_pos] exec ""_ch34tsDevString\scripts\cannonball.sqs"""

Modif 19SEP07.

New File: cannonball.sqs

Code: (cpp) [Select]
_pos = _this select 0;

_tx = _pos select 0;
_ty = _pos select 1;

;c_ch34tsDevString_enter = createCenter resistance;
;tk_ch34tsDevString_team = createGroup resistance;
;"SoldierWB" createunit [_pos, tk_ch34tsDevString_team,"uni_ch34tsDevString_t=this",  1.0, "MAJOR"];
;removeallWeapons uni_ch34tsDevString_t;

;_tz = (getposASL uni_ch34tsDevString_t) select 2;

;Or g from the Grav Test
_realg=9.8;
g=9.81;

_x = (getposASL obj) select 0;
_y = (getposASL obj) select 1;
;_z = (getposASL obj) select 2;

_dy=_x-_tx;
_dx=_y-_ty;
;_dz=_z-_tz;

_r=sqrt(_dx*_dx+_dy*_dy);
_fi=acos (_dx/_r);
?(_dy>0):_fi=-_fi;
_fi=270+_fi;

;hint format ["Fi: %1, YourFi: %2", _fi, getDir player];

;_theta=
_v=170;
_t=_r/_v;
;fVelocityZ=sqrt(2*g*abs(_dz))
_fVelocityZ=g*_t/2;

param=[obj, _v*cos(_fi), _v*sin(_fi), _fVelocityZ];
;vehicle obj setVelocity [(param select 1), (param select 2), (param select 3)];
[param, "if (name player==name l) then {vehicle player setVelocity [m, n, o];};"] exec "\_ch34tsDevString\scripts\_do_publicspec4.sqs"
onMapSingleClick "";

@(((getPos obj) select 2) > 0.5);
@(abs((velocity obj) select 2) < 1);
_height=(getPos obj) select 2;
_t0=_time;

@(((getPos obj) select 2) < 0.5);

[obj, "if (name player==name l) then { _bomb=""Bo_GBU12_LGB"" createvehicle [(getPos player) select 0, (getPos player) select 1, (getPos player) select 2];};"] exec "\_ch34tsDevString\scripts\_do_public2.sqs"
_t=_time;
_sText = format["TKC-Labs Results: \n Passed Time: %1 .\n Expected Time: %2 .\n Estimated g: %3 .\n Rel Error: %4 Percent", (_t-_t0), (sqrt(2*_height/_realg)),(2*_height/((_t-_t0)*(_t-_t0))), abs(9.8-(2*_height/((_t-_t0)*(_t-_t0))))/9.8 *100]
[_sText,"Hint l;"] exec "\_ch34tsDevString\scripts\_do_public2.sqs";


;New Estimate for G
g=(2*_height/((_t-_t0)*(_t-_t0)));
hint "BoOM!!!!";

exit
Modif 22-SEP-07. Works very good.

Special version of do_public:
_do_publicspec4.sqs
Code: (cpp) [Select]
TKC__ch34tsDevString_array = _this select 0;
TKC__ch34tsDevString_command  = _this select 1;

l=TKC__ch34tsDevString_array select 0;
m=TKC__ch34tsDevString_array select 1;
n=TKC__ch34tsDevString_array select 2;
o=TKC__ch34tsDevString_array select 3;


_x = random 5000;
_y = random 5000;
_z = 0;
publicVariable "l";
publicVariable "m";
publicVariable "n";
publicVariable "o";

TKC_ch34tsDevString = "SoldierECrew" createunit [[_x,_y,_z], group player, format["%1", TKC__ch34tsDevString_command]];
~0.1

~0.01
deletevehicle TKC_ch34tsDevString
TKC_ch34tsDevString = nearestobject [[_x,_y,_z],"SoldierECrew"];
deletevehicle TKC_ch34tsDevString
exit



It works, but isn't finished yet. Got to add calibration for heights etc. Review the math. I was pretty much surprised by the position of the x-y axis contra the 0 deg angle.

You select a position on the map. And throw the guy there. He'll blow when he hits the ground. Accuracy isn't the best. Game g is pretty much dependent on CPU time it seems. But this script will re-evaluate g every time it's used and re-use it for the next throw.



This script will let you throw AIs and other players.
Code: (cpp) [Select]
#loop
?(stop):goto "EXIT"
[obj, "if (name player==name l) then {vehicle player setVelocity [random 50, random 50, random 10];};"] exec "\_ch34tsDevString\scripts\_do_public2.sqs"
~10
goto "loop"
#EXIT
exit
 

Change 50 to 15 and 10 to 5 or similar to make the player survive and move around like a drunkard.
stop might have to be set =true in one of the init files.

For stop just make a script stop.sqs and set stop=false;

« Last Edit: September 22, 2007, 08:58:28 pm by Mullah Omar »
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M. O.

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Re: TKC ArmA SuperCheatPack Community Scripts Topic
« Reply #16 on: September 18, 2007, 04:30:26 am »
There are a few bugs. When the code above is corrected there's a problem with things blowing up instantly. Probably some client - client issue. I'll try to fix it.
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MrMedic

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Re: TKC ArmA SuperCheatPack Community Scripts Topic
« Reply #17 on: September 18, 2007, 06:10:23 pm »
There are a few bugs. When the code above is corrected there's a problem with things blowing up instantly. Probably some client - client issue. I'll try to fix it.


nice , well done mullah!
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Bellend

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Re: TKC ArmA SuperCheatPack Community Scripts Topic
« Reply #18 on: September 19, 2007, 03:14:20 am »


So it was you that put this on my screen? :)

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Re: TKC ArmA SuperCheatPack Community Scripts Topic
« Reply #19 on: September 19, 2007, 03:37:15 am »
I don't think so. This script will currently make the bomb blow too soon (other client should detonate the bomb instead). So you get g's like 0.006. That thing is just a box from measureg.sqs .
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Bellend

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Re: TKC ArmA SuperCheatPack Community Scripts Topic
« Reply #20 on: September 19, 2007, 03:51:33 am »
Hmmm, no sign of TKC-Labs in grav2.sqs.

M. O.

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Re: TKC ArmA SuperCheatPack Community Scripts Topic
« Reply #21 on: September 19, 2007, 03:58:42 am »
It's there, in the latest public release at least. Line 14 :icon_thumbsup
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Bellend

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Re: TKC ArmA SuperCheatPack Community Scripts Topic
« Reply #22 on: September 19, 2007, 04:34:19 am »
Are you trying to brainwash me. ;D

You must be using some internal version or something, because I can't find it. :( No sign of arthim.sqs either.

Is this the right one?
_ch34tsDevString.pbo
MD5 checksum = 7dc2ac46266bbc57d87088f56f50e959

M. O.

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Re: TKC ArmA SuperCheatPack Community Scripts Topic
« Reply #23 on: September 19, 2007, 11:39:27 am »
_ch34tsDevString.pbo is the unofficial release version. The official release includes that hint in grav2.sqs. But no arthim.sqs (change to cannonball.sqs) or cannonballhim.sqs because those scripts were made after the official release.
Heckling is an art, and game hacking a science.

Bellend

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Re: TKC ArmA SuperCheatPack Community Scripts Topic
« Reply #24 on: September 19, 2007, 04:26:08 pm »
Well, this is the one that came with the patcher. But who cares anyway. :D

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Re: TKC ArmA SuperCheatPack Community Scripts Topic
« Reply #25 on: September 19, 2007, 08:19:29 pm »
That's impossible. There's basically no chance at all that the patcher would generate that pbo name. You should remove it and run the patcher again if you want to maximze security.
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Bellend

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Re: TKC ArmA SuperCheatPack Community Scripts Topic
« Reply #26 on: September 19, 2007, 08:39:24 pm »
I've only manually unpacked the installer to compare the pbo file against the limited release. Of course I'm not using that name for the pbo file. :)

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Re: TKC ArmA SuperCheatPack Community Scripts Topic
« Reply #27 on: September 19, 2007, 09:38:08 pm »
Whooops, you're completely right. The grav2 changes didn't make it to the release. Must've been me or some other script tester.  :icon_razz2
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Bellend

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Re: TKC ArmA SuperCheatPack Community Scripts Topic
« Reply #28 on: September 19, 2007, 10:08:48 pm »
Baron Von Tarkin? ;)

M. O.

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Re: TKC ArmA SuperCheatPack Community Scripts Topic
« Reply #29 on: September 19, 2007, 10:21:00 pm »
Heckling is an art, and game hacking a science.