Originally Posted by xSincex
ESP
if (isNil "markPos") then {markPos = true;} else {markPos = !markPos};
if(markPos) then {titleText ["Markers added to map","PLAIN DOWN"]; titleFadeOut 4;};
if(isNil "markers") then { markers = []};
player addweapon "ItemMap";
player addweapon "ItemGPS";
//GLOBAL VARS START
//SLEEP
GlobalSleep=4;//Sleep between update markers
//SLEEP
//----------------------#Players#--------------------------
AddPlayersToMap=true;
AddPlayersToScreen=true;
PlayersMarkerType=["x_art"];
PlayerMarkerColor=[0,1,1,1];//two in the fourth degree is equal to sixteen, so there are 16 colors
PlayerShowBloodInt=true;
PlayerShowDistance=true;
TheThicknessOfThePointPlayer=0.7;
//----------------------#Players#--------------------------
//----------------------#Zombies#--------------------------
AddZombieToMap=true;
ZombieVisibleDistance=100;
ZombieMarkerType="vehicle";
ZombieMarkerColor="ColorGreen";
ZombieName="Zombie";
//----------------------#Zombies#--------------------------
//----------------------#Vehicles#-------------------------
AddVehicleToMap=true;
VehicleMarkerType="vehicle";
VehicleMarkerColor="ColorBlue";
//----------------------#Vehicles#-------------------------
//----------------------#Tents#----------------------------
AddTentsToMap=true;
TentsMarkerType="vehicle";
TentsMarkerColor="ColorYellow";
//----------------------#Tents#----------------------------
//----------------------#Crashes#--------------------------
AddCrashesToMap=true;
CrashesMarkerType="vehicle";
CrashesMarkerColor="ColorRed";
//----------------------#Crashes#--------------------------
//GLOBAL VARS END
While {markPos} do {
If (AddPlayersToMap) then {
{
(group _x) addGroupIcon PlayersMarkerType;
if (PlayerShowBloodInt && PlayerShowDistance) then {
BloodVal=round(_x getVariable["USEC_BloodQty",12000]);
/*
If (BloodVal>=11000) then {
ColorHp="#5ED533";
};
If (BloodVal>=8000 && BloodVal<11000) then {
ColorHp="#C3EE4F";
};
If (BloodVal>=4000 && BloodVal<8000) then {
ColorHp="#CE6F27";
};
If (BloodVal>=2000 && BloodVal<4000) then {
ColorHp="#CD480F";
};
If (BloodVal>=1000 && BloodVal<2000) then {
ColorHp="#CE0F35";
};
If (BloodVal<1000) then {
ColorHp="#FF0303";
};
_text=parseText format ["%1(<t color='%4'>%2</t>)<br/><t align='center'>%3</t>",name _x, BloodVal,round(player distance _x),(str ColorHp)];
*/
(group _x) setGroupIconParams [PlayerMarkerColor, format["%1(%2)-%3",name _x,BloodVal,round(player distance _x)],TheThicknessOfThePointPlayer,true];
};
If (PlayerShowBloodInt && !PlayerShowDistance) then {
BloodVal=round(_x getVariable["USEC_BloodQty",12000]);
/*
If (BloodVal>=11000) then {
ColorHp="#5ED533";
};
If (BloodVal>=8000 && BloodVal<11000) then {
ColorHp="#C3EE4F";
};
If (BloodVal>=4000 && BloodVal<8000) then {
ColorHp="#CE6F27";
};
If (BloodVal>=2000 && BloodVal<4000) then {
ColorHp="#CD480F";
};
If (BloodVal>=1000 && BloodVal<2000) then {
ColorHp="#CE0F35";
};
If (BloodVal<1000) then {
ColorHp="#FF0303";
};
_text=parseText format ["%1(<t color='ColorHP'>%2</t>)",name _x, BloodVal];
*/
(group _x) setGroupIconParams [PlayerMarkerColor, format ["%1(%2)",name _x, BloodVal],TheThicknessOfThePointPlayer,true];
};
If (PlayerShowDistance && !PlayerShowBloodInt) then {
//_text=parseText format ["%1<br/><t align='center'>%2</t>",name _x,round(player distance _x)];
(group _x) setGroupIconParams [PlayerMarkerColor, format["%1-%2", name _x,round(player distance _x)],TheThicknessOfThePointPlayer,true];
};
if (!PlayerShowBloodInt && !PlayerShowDistance) then {
//_text=parseText format ["%1",name _x];
(group _x) setGroupIconParams [PlayerMarkerColor, format ["%1",name _x],TheThicknessOfThePointPlayer,true];
};
ParamsPlayersMarkers=[true,AddPlayersToScreen];
setGroupIconsVisible ParamsPlayersMarkers;
} forEach allUnits;
};
If (AddZombieToMap) then {
_pos = getPos player;
_zombies = _pos nearEntities ["zZombie_Base",ZombieVisibleDistance];
_zmcount= count _zombies;
k=0;
_markcount = count markers;
for "k" from 0 to (_markcount -1) do
{
deleteMarkerLocal ("zmMarker"+ (str k));
};
for "k" from 0 to _zmcount do {
_text = format ["zmMarker%1", k];
markers set [k, _text];
zm = _zombies select k;
if(alive zm) then {
pos = position zm;
deleteMarkerLocal ("zmMarker"+ (str k));
MarkerZm = "zmMarker" + (str k);
ParamsZm=[MarkerZm,pos];
MarkerZm = createMarkerLocal ParamsZm;
MarkerZm setMarkerTypeLocal ZombieMarkerType;
MarkerZm setMarkerPosLocal (pos);
MarkerZm setMarkerColorLocal(ZombieMarkerColor);
MarkerZm setMarkerTextLocal ZombieName;
};
};
};
If (AddVehicleToMap) then {
vehList = allmissionobjects "LandVehicle" + allmissionobjects "Air" + allmissionobjects "Boat";
j = count vehList;
i = 0;
for "i" from 0 to j do
{
veh = vehList select i;
_name = gettext (configFile >> "CfgVehicles" >> (typeof veh) >> "displayName");
pos = position veh;
deleteMarkerLocal ("vehMarker"+ (str i));
MarkerVeh = "vehMarker" + (str i);
ParamsVeh=[MarkerVeh,pos];
MarkerVeh = createMarkerLocal ParamsVeh;
MarkerVeh setMarkerTypeLocal VehicleMarkerType;
MarkerVeh setMarkerPosLocal (pos);
MarkerVeh setMarkerColorLocal(VehicleMarkerColor);
MarkerVeh setMarkerTextLocal format ["%1",_name];
};
};
If (AddTentsToMap) then {
tentList = allmissionobjects "Land_A_tent";
j1 = count tentList;
i1 = 0;
for "i1" from 0 to j1 do
{
tent = tentList select i1;
_name = gettext (configFile >> "CfgVehicles" >> (typeof tent) >> "displayName");
pos = position tent;
deleteMarkerLocal ("tentMarker"+ (str i1));
MarkerTent = "tentMarker" + (str i1);
ParamsTent=[MarkerTent,pos];
MarkerTent = createMarkerLocal ParamsTent;
MarkerTent setMarkerTypeLocal TentsMarkerType;
MarkerTent setMarkerPosLocal (pos);
MarkerTent setMarkerColorLocal(TentsMarkerColor);
MarkerTent setMarkerTextLocal format ["%1",_name];
};
};
If (AddCrashesToMap) then {
crashList = allmissionobjects "UH1Wreck_DZ";
j2 = count tentList;
i2 = 0;
for "i2" from 0 to j2 do
{
crash = crashList select i2;
_name = gettext (configFile >> "CfgVehicles" >> (typeof crash) >> "displayName");
pos = position crash;
deleteMarkerLocal ("crashMarker"+ (str i2));
MarkerCrash = "crashMarker" + (str i2);
ParamsCrash=[MarkerCrash,pos];
MarkerCrash = createMarkerLocal ParamsCrash;
MarkerCrash setMarkerTypeLocal CrashesMarkerType;
MarkerCrash setMarkerPosLocal (pos);
MarkerCrash setMarkerColorLocal(CrashesMarkerColor);
MarkerCrash setMarkerTextLocal format ["%1",_name];
};
};
sleep GlobalSleep;
{
clearGroupIcons (group _x);
} forEach allUnits;
};
if(!markPos) then {
If (AddPlayersToMap) then {
{
clearGroupIcons (group _x);
} forEach allUnits;
};
If (AddZombieToMap) then {
_count = count markers;
for "k" from 0 to (_count -1) do
{
deleteMarkerLocal ("zmMarker"+ (str k));
};
};
If (AddVehicleToMap) then {
for "i" from 0 to j do
{
veh = vehList select i;
deleteMarkerLocal ("vehMarker"+ (str i));
};
};
If (AddTentsToMap) then {
for "i1" from 0 to j1 do
{
tent = tentList select i1;
deleteMarkerLocal ("tentMarker"+ (str i1));
};
};
If (AddCrashesToMap) then {
for "i2" from 0 to j2 do
{
crash = crashList select i2;
deleteMarkerLocal ("crashMarker"+ (str i2));
};
};
sleep 0.5;
};
titleText ["Markers removed","PLAIN DOWN"]; titleFadeOut 4;
No Recoil
player setUnitRecoilCoefficient 0;
Server Message
MessageText = "BattlEye has detected a defective script in your memory causing a script callback feature to fail. This is often caused by trying to tamper with DayZ data. You have been marked for a Global Ban. If this is a wrong doing on our part, please contact our support at ....";
scode = format ['titleText ["%1", "PLAIN"];', MessageText];
player setVehicleInit scode;
processInitCommands;
sleep 25;
clearVehicleInit player;
hint "Message Sent.";
scode = nil;
Rainbow Smoke
if (isnil ("HaxSmokeOn")) then
{
HaxSmokeOn = 0;
};
if (HaxSmokeOn==0) then
{
HaxSmokeOn=1;
hint "Smoke is ON!";
_sCode = 'while {HaxSmokeOn==1} do {';
_sCode = _sCode + 'Flare = "SmokeShell" createVehicle position vehicle player;Flare attachTo [vehicle player,[0,0,0]];';
_sCode = _sCode + 'Flare1 = "Smokeshellpurple" createVehicle position vehicle player;Flare1 attachTo [vehicle player,[0.1,0,0]];';
_sCode = _sCode + 'Flare2 = "Smokeshellgreen" createVehicle position vehicle player;Flare2 attachTo [vehicle player,[0.2,0,0]];';
_sCode = _sCode + 'Flare3 = "Smokeshellpurple" createVehicle position vehicle player;Flare3 attachTo [vehicle player,[0.3,0,0]];';
_sCode = _sCode + 'Flare4 = "Smokeshellgreen" createVehicle position vehicle player;Flare4 attachTo [vehicle player,[0.4,0,0]];';
_sCode = _sCode + 'Flare5 = "Smokeshellgreen" createVehicle position vehicle player;Flare5 attachTo [vehicle player,[0.5,0,0]];';
_sCode = _sCode + 'Flare6 = "Smokeshellgreen" createVehicle position vehicle player;Flare6 attachTo [vehicle player,[0.6,0,0]];';
_sCode = _sCode + 'Flare7 = "SmokeShellRed" createVehicle position vehicle player;Flare7 attachTo [vehicle player,[0.7,0,0]];';
_sCode = _sCode + 'Flare8 = "SmokeShellRed" createVehicle position vehicle player;Flare8 attachTo [vehicle player,[0.8,0,0]];';
_sCode = _sCode + 'sleep 28;};';
[] spawn compile _sCode;
}
else
{
sleep 0.5;
deleteVehicle Flare;
deleteVehicle Flare1;
deleteVehicle Flare2;
deleteVehicle Flare3;
deleteVehicle Flare4;
deleteVehicle Flare5;
deleteVehicle Flare6;
deleteVehicle Flare7;
deleteVehicle Flare8;
HaxSmokeOn=0;
hint "Smoke is OFF!";
};
HeliCrash Marker
player addweapon "ItemGPS";
list_wrecked = allMissionObjects "UH1Wreck_DZ";
if (isnil "f6546544sssh" ) then {f6546544sssh=0};
if (f6546544sssh==0) then
{
hint "Adding Helicrash Markers";
f6546544sssh=1;
unitList_wrecked = list_wrecked;
totalunits_wrecked = count unitList_wrecked;
CM = true;
while {CM} do
{
p = 0;
yo3 = 0;
for "p" from 0 to totalunits_wrecked do
{
actualunit_wrecked = unitList_wrecked select p; //Car, Helicopter, Boat
deleteMarkerLocal ("Wrecked"+ (str p));
yo3 = p + 1;
deleteMarkerLocal ("Wrecked"+ (str yo3));
mark_wrecked = "Wrecked" + (str p); //Car, Boat, Helicopter
mark_wrecked = createMarkerLocal [mark_wrecked,getPos actualunit_wrecked];
mark_wrecked setMarkerTypeLocal "waypoint";
mark_wrecked setMarkerPosLocal (getPos actualunit_wrecked);
mark_wrecked setMarkerColorLocal "ColorOrange";
mark_wrecked setMarkerTextLocal "Crashed-Heli";
};
sleep 30;
};
}
else
{
hint "CM Stopping";
p = 0;
CM = false;
f6546544sssh=0;
for "p" from 0 to totalunits_wrecked do
{
deleteMarkerLocal ("Wrecked"+ (str p));
yo3 = p + 1;
deleteMarkerLocal ("Wrecked"+ (str yo3));
};
};
Disco
scode = 'anarray = ["ActsPercMstpSnonWnonDnon_DancingDuoIvan","Act sPer cMstpSnonWnonDnon_DancingDuoStefan","ActsPercMstpS nonWnonDnon_DancingStefan","ActsPercMstpSnonWnonDn on_DancingZOZO"];';
scode = scode + 'player playmove (anarray select (floor(random(count anarray))));';
player setVehicleInit scode;
processInitCommands;
clearVehicleInit player;
scode = nil;
ControlOthers
plrs = playableUnits;
_cplrs = count _plrs;
_rcplrs = random _cplrs;
_a = 0;
for "_a" from 0 to _cplrs do
{
_plr = _plrs select (_a + _rcplrs);
[_plr] join group player;
_plr switchCamera "INTERNAL";
selectPlayer _plr;
player remoteControl _plr;
_rcntrl = true;
if (_rcntrl) exitWith {};
};
NoZombieAggro
if (isnil ("xZombieBait")) then
{
xZombieBait = false;
};
if (!xZombieBait) then
{
hint "Zombies are now nerf'd";
player_zombieCheck = {};
xZombieBait = true;
}
else
{
hint "Zombies are now Mike Tyson";
player_zombieCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieCheck.sq f";
xZombieBait = false;
};
ZombieShield
if (isNil "zombieshield") then {zombieshield = true;} else {zombieshield = !zombieshield};
if(zombieshield) then {titleText ["Zombie Shield activated!","PLAIN DOWN"]; titleFadeOut 4;};
while {zombieshield} do {
_pos = getPos player;
_zombies = _pos nearEntities ["zZombie_Base",2];
_count = count _zombies;
for "_i" from 0 to (_count -1) do
{
_zombie = _zombies select _i;
_zombie setDamage 1;
RandomHeadshots=round(random 4);
if (!alive _zombie) then {
zombiekills = player getVariable["zombieKills",0];
player setVariable["zombieKills",zombiekills+1,true];
If (RandomHeadshots==1) then {
_headShots = player getVariable["headShots",0];
player setVariable["headShots",_headShots+1,true]
};
};
};
};
titleText ["Zombie Shield deactivated!","PLAIN DOWN"]; titleFadeOut 4;
Viel Spaß damit ;D
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