Hey, da ja jetzt der Dank Hax Arma3 Executer veröffentlicht wurden ist wäre es sehr nett wenn ihr paar scripts habt für mich und auch für andere.
Ich tu mal anfangen.
DH Menu! (Ihr müsst einzeln Injecten, weil Dank Hax noch eine Begrenzung hat von 1900 Zeichen.
Danke an alle.
MFG
Ich tu mal anfangen.
DH Menu! (Ihr müsst einzeln Injecten, weil Dank Hax noch eine Begrenzung hat von 1900 Zeichen.
dh_fini_fnc_plrs = {
_players = [];
_all = player nearEntities [['Man','Land','Air','Ship'], 25000];
{
if ((_x isKindOf "Man") && (getPlayerUID _x != "")) then {
_players pushBack _x;
} else {
if ((count crew _x) != 0) then {
for "_i" from 0 to (count crew _x)-1 do {
_l = (crew _x) select _i;
if (getPlayerUID _l != "") then {
_players pushBack _l;
};
};
};
};
} foreach _all;
_players
};
dh_fini_fnc_compile = {
(with missionNamespace do compile (_this select 0));
};
///////////ENDE///////////////
dh_esp = {
if (isNil 'dhESPTggle') then {dhESPTggle = 1};
if (dhESPTggle == 1) then {
dhESPTggle = 0;
systemChat 'esp on';
[("
dhEsp = addMi"+"ssionEve"+"ntHandler ['Dr"+"aw"+"3D',{
{
if ((side _x != side player) && (getPlayerUID _x != '') && ((player distance _x) < 1500)) then {
dr"+"awIcon"+"3D['', [1, 0, 0, 1], [visi"+"blePosi"+"tion _x select 0, visi"+"blePo"+"sition _x select 1, (getPosATL _x select 2) + 2], 0.1, 0.1, 45, (format['%1 - %2m', name _x, round(player distance _x)]), 1, 0.04];
} else {
if ((getPlayerUID _x != '') && ((player distance _x) < 1500) && (name _x != name player)) then {
d"+"rawIc"+"on3D['', [0, 0.2, 1, 1], [visi"+"blePos"+"ition _x select 0, visib"+"lePosi"+"tion _x select 1, (getPosATL _x select 2) + 2], 0.1, 0.1, 45, (format['%1 - %2m', name _x, round(player distance _x)]), 1, 0.04];
};
};
} foreach call dh_fini_fnc_plrs;
}];
")] call dh_fini_fnc_compile;
} else {
dhESPTggle = 1;
systemChat 'esp off';
[("re"+"moveMiss"+"ionEven"+"tHandler['Dr"+"a"+"w3D',dhEsp];")] call dh_fini_fnc_compile;
};
};
///////////ENDE///////////////
dh_mEsp = {
if (isNil "mespTggle") then {mespTggle = 1};
if (mespTggle == 1) then {
systemChat "mesp on";
mespTggle = 0;
} else {
systemChat "mesp off";
mespTggle = 1;
};
[] spawn {
[("
while {mespTggle == 0} do {
_units = call dh_fini_fnc_plrs;
_unitCount = count _units;
for '_i' from 0 to (_unitCount-1) do {
_unit = _units select _i;
if (alive _unit) then {
del"+"eteMar"+"kerL"+"ocal('dh_plr' + (str _i));
_namePlayer = name _unit;
_mark_player = 'dh_plr' + (str _i);
_mark_player = crea"+"teM"+"arker"+"Loc"+"al[_mark_player, getPos _unit];
_mark_player setM"+"ark"+"er"+"Type"+"Local 'wa"+"ypo"+"int';
_mark_player set"+"Ma"+"rk"+"erPo"+"sLoc"+"al(getPos _unit);
_mark_player set"+"Marker"+"Col"+"orLo"+"cal 'Co"+"lorB"+"lue';
_mark_player setM"+"ark"+"erT"+"ext"+"Loc"+"al format['%1 - %2', _namePlayer, round(player di"+"st"+"ance _unit)];
};
};
sleep 0.5;
};
for '_i' from 0 to 500 do {
de"+"l"+"ete"+"Ma"+"rkerLo"+"cal('dh_plr' + (str _i));
};
")] call dh_fini_fnc_compile;
};
};
///////////ENDE///////////////
dh_god = {
if (isNil "gudGod") then {
gudGod = 1;
gudGodEnd = {
player removeAllEventhandlers 'HandleDamage';
player removeAllEventhandlers 'Hit';
player removeAllEventhandlers 'Dammaged';
player removeAllEventhandlers 'Damaged';
player allowDamage true;
player addEventHandler ['HandleDamage',{}];
};
};
if (gudGod == 1) then {
gudGod = 0;
systemChat "god on";
[] spawn {
while {gudGod == 0} do {
player setFatigue 0;
player allowDamage false;
player removeAllEventhandlers 'HandleDamage';
player removeAllEventhandlers 'Dammaged';
player removeAllEventhandlers 'Damaged';
player removeAllEventhandlers 'Hit';
player addEventhandler ['HandleDamage', {false}];
player addEventHandler ['Dammaged',{false}];
player addEventHandler ['Damaged',{false}];
player addEventHandler ['Hit',{false}];
uiSleep 1;
};
call gudGodEnd;
};
} else {
gudGod = 1;
systemChat "god off";
};
};
///////////ENDE///////////////
dh_infStamina = {
if (isNil "infStam") then {infStam = 1;};
if (infStam == 1) then {
infStam = 0;
systemChat "inf stamina on";
[] spawn {
while {infStam == 0} do {
player setFatigue 0;
sleep 1;
};
};
} else {
infStam = 1;
systemChat "inf stamina off";
};
};
///////////ENDE///////////////
dh_infAmmo = {
if (isNil "infAmmoTggle") then {infAmmoTggle = 1};
if (infAmmoTggle == 1) then {
infAmmoTggle = 0;
systemChat "inf ammo on";
[] spawn {
while {infAmmoTggle == 0} do {
player setVehicleAmmo 0.9;
sleep 1;
};
};
} else {
infAmmoTggle = 1;
systemChat "inf ammo off";
};
};
///////////ENDE///////////////
dh_destroyCursor = {
_curs = cursorTarget;
if !(isNull _curs) then {
[("_curs s"+"etD"+"am"+"age 1;
systemChat format['%1 was de"+"stro"+"yed', ty"+"pe"+"Of _curs];
")] call dh_fini_fnc_compile;
} else {
systemChat "Cursor is empty";
};
};
///////////ENDE///////////////
dh_killMenus = {
{
player removeAction _x;
} foreach dh_menus;
};
dh_openMenu = {
call dh_killMenus;
_menu = player addAction ["<t color='#ff6600'>:DH: ESP</t>", {call dh_esp}];
dh_menus pushBack _menu;
_menu = player addAction ["<t color='#ff6600'>:DH: Map ESP</t>", {call dh_mEsp}];
dh_menus pushBack _menu;
_menu = player addAction ["<t color='#ff6600'>:DH: God</t>", {call dh_god}];
dh_menus pushBack _menu;
_menu = player addAction ["<t color='#ff6600'>:DH: Inf Stamina</t>", {call dh_infStamina}];
dh_menus pushBack _menu;
_menu = player addAction ["<t color='#ff6600'>:DH: Inf Ammo</t>", {call dh_infAmmo}];
dh_menus pushBack _menu;
_menu = player addAction ["<t color='#ff6600'>:DH: Dest Curs</t>", {call dh_destroyCursor}];
dh_menus pushBack _menu;
_menu = player addAction ["<t color='#ff6600'>:DH: Close</t>", {call dh_closeMenu}];
dh_menus pushBack _menu;
};
dh_closeMenu = {
call dh_killMenus;
_menu = player addAction ["<t color='#ff6600'>Open DH Menu</t>", {call dh_openMenu}];
dh_menus pushBack _menu;
};
dh_menus = [];
[] spawn dh_closeMenu;
_players = [];
_all = player nearEntities [['Man','Land','Air','Ship'], 25000];
{
if ((_x isKindOf "Man") && (getPlayerUID _x != "")) then {
_players pushBack _x;
} else {
if ((count crew _x) != 0) then {
for "_i" from 0 to (count crew _x)-1 do {
_l = (crew _x) select _i;
if (getPlayerUID _l != "") then {
_players pushBack _l;
};
};
};
};
} foreach _all;
_players
};
dh_fini_fnc_compile = {
(with missionNamespace do compile (_this select 0));
};
///////////ENDE///////////////
dh_esp = {
if (isNil 'dhESPTggle') then {dhESPTggle = 1};
if (dhESPTggle == 1) then {
dhESPTggle = 0;
systemChat 'esp on';
[("
dhEsp = addMi"+"ssionEve"+"ntHandler ['Dr"+"aw"+"3D',{
{
if ((side _x != side player) && (getPlayerUID _x != '') && ((player distance _x) < 1500)) then {
dr"+"awIcon"+"3D['', [1, 0, 0, 1], [visi"+"blePosi"+"tion _x select 0, visi"+"blePo"+"sition _x select 1, (getPosATL _x select 2) + 2], 0.1, 0.1, 45, (format['%1 - %2m', name _x, round(player distance _x)]), 1, 0.04];
} else {
if ((getPlayerUID _x != '') && ((player distance _x) < 1500) && (name _x != name player)) then {
d"+"rawIc"+"on3D['', [0, 0.2, 1, 1], [visi"+"blePos"+"ition _x select 0, visib"+"lePosi"+"tion _x select 1, (getPosATL _x select 2) + 2], 0.1, 0.1, 45, (format['%1 - %2m', name _x, round(player distance _x)]), 1, 0.04];
};
};
} foreach call dh_fini_fnc_plrs;
}];
")] call dh_fini_fnc_compile;
} else {
dhESPTggle = 1;
systemChat 'esp off';
[("re"+"moveMiss"+"ionEven"+"tHandler['Dr"+"a"+"w3D',dhEsp];")] call dh_fini_fnc_compile;
};
};
///////////ENDE///////////////
dh_mEsp = {
if (isNil "mespTggle") then {mespTggle = 1};
if (mespTggle == 1) then {
systemChat "mesp on";
mespTggle = 0;
} else {
systemChat "mesp off";
mespTggle = 1;
};
[] spawn {
[("
while {mespTggle == 0} do {
_units = call dh_fini_fnc_plrs;
_unitCount = count _units;
for '_i' from 0 to (_unitCount-1) do {
_unit = _units select _i;
if (alive _unit) then {
del"+"eteMar"+"kerL"+"ocal('dh_plr' + (str _i));
_namePlayer = name _unit;
_mark_player = 'dh_plr' + (str _i);
_mark_player = crea"+"teM"+"arker"+"Loc"+"al[_mark_player, getPos _unit];
_mark_player setM"+"ark"+"er"+"Type"+"Local 'wa"+"ypo"+"int';
_mark_player set"+"Ma"+"rk"+"erPo"+"sLoc"+"al(getPos _unit);
_mark_player set"+"Marker"+"Col"+"orLo"+"cal 'Co"+"lorB"+"lue';
_mark_player setM"+"ark"+"erT"+"ext"+"Loc"+"al format['%1 - %2', _namePlayer, round(player di"+"st"+"ance _unit)];
};
};
sleep 0.5;
};
for '_i' from 0 to 500 do {
de"+"l"+"ete"+"Ma"+"rkerLo"+"cal('dh_plr' + (str _i));
};
")] call dh_fini_fnc_compile;
};
};
///////////ENDE///////////////
dh_god = {
if (isNil "gudGod") then {
gudGod = 1;
gudGodEnd = {
player removeAllEventhandlers 'HandleDamage';
player removeAllEventhandlers 'Hit';
player removeAllEventhandlers 'Dammaged';
player removeAllEventhandlers 'Damaged';
player allowDamage true;
player addEventHandler ['HandleDamage',{}];
};
};
if (gudGod == 1) then {
gudGod = 0;
systemChat "god on";
[] spawn {
while {gudGod == 0} do {
player setFatigue 0;
player allowDamage false;
player removeAllEventhandlers 'HandleDamage';
player removeAllEventhandlers 'Dammaged';
player removeAllEventhandlers 'Damaged';
player removeAllEventhandlers 'Hit';
player addEventhandler ['HandleDamage', {false}];
player addEventHandler ['Dammaged',{false}];
player addEventHandler ['Damaged',{false}];
player addEventHandler ['Hit',{false}];
uiSleep 1;
};
call gudGodEnd;
};
} else {
gudGod = 1;
systemChat "god off";
};
};
///////////ENDE///////////////
dh_infStamina = {
if (isNil "infStam") then {infStam = 1;};
if (infStam == 1) then {
infStam = 0;
systemChat "inf stamina on";
[] spawn {
while {infStam == 0} do {
player setFatigue 0;
sleep 1;
};
};
} else {
infStam = 1;
systemChat "inf stamina off";
};
};
///////////ENDE///////////////
dh_infAmmo = {
if (isNil "infAmmoTggle") then {infAmmoTggle = 1};
if (infAmmoTggle == 1) then {
infAmmoTggle = 0;
systemChat "inf ammo on";
[] spawn {
while {infAmmoTggle == 0} do {
player setVehicleAmmo 0.9;
sleep 1;
};
};
} else {
infAmmoTggle = 1;
systemChat "inf ammo off";
};
};
///////////ENDE///////////////
dh_destroyCursor = {
_curs = cursorTarget;
if !(isNull _curs) then {
[("_curs s"+"etD"+"am"+"age 1;
systemChat format['%1 was de"+"stro"+"yed', ty"+"pe"+"Of _curs];
")] call dh_fini_fnc_compile;
} else {
systemChat "Cursor is empty";
};
};
///////////ENDE///////////////
dh_killMenus = {
{
player removeAction _x;
} foreach dh_menus;
};
dh_openMenu = {
call dh_killMenus;
_menu = player addAction ["<t color='#ff6600'>:DH: ESP</t>", {call dh_esp}];
dh_menus pushBack _menu;
_menu = player addAction ["<t color='#ff6600'>:DH: Map ESP</t>", {call dh_mEsp}];
dh_menus pushBack _menu;
_menu = player addAction ["<t color='#ff6600'>:DH: God</t>", {call dh_god}];
dh_menus pushBack _menu;
_menu = player addAction ["<t color='#ff6600'>:DH: Inf Stamina</t>", {call dh_infStamina}];
dh_menus pushBack _menu;
_menu = player addAction ["<t color='#ff6600'>:DH: Inf Ammo</t>", {call dh_infAmmo}];
dh_menus pushBack _menu;
_menu = player addAction ["<t color='#ff6600'>:DH: Dest Curs</t>", {call dh_destroyCursor}];
dh_menus pushBack _menu;
_menu = player addAction ["<t color='#ff6600'>:DH: Close</t>", {call dh_closeMenu}];
dh_menus pushBack _menu;
};
dh_closeMenu = {
call dh_killMenus;
_menu = player addAction ["<t color='#ff6600'>Open DH Menu</t>", {call dh_openMenu}];
dh_menus pushBack _menu;
};
dh_menus = [];
[] spawn dh_closeMenu;
Danke an alle.
MFG