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[Sammelthread] Dayz Scripts!
Discussion on [Sammelthread] Dayz Scripts! within the DayZ forum part of the Shooter category.
09/17/2012, 12:22
#61
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Jo, das Script läuft als Mission wenn ich mich nicht irre.
Ist aber halt auch fast überall detected.
09/17/2012, 12:51
#62
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Quote:
Jo, das Script läuft als Mission wenn ich mich nicht irre.
Ist aber halt auch fast überall detected.
Lief auf 3/3 server problemlos O.o
09/17/2012, 12:53
#63
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Hm, ist aber aufjedenfall ziemlich sichtbar in den Logs wenn aufeinmal ein Heli dort steht wo er nicht stand.
09/17/2012, 13:32
#64
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Quote:
Originally Posted by
NιGHT
Hm, ist aber aufjedenfall ziemlich sichtbar in den Logs wenn aufeinmal ein Heli dort steht wo er nicht stand.
Der Trick dabei ist, wenn man medbox0 etc spawned, sollte man an stellen sein, wo auch medbox0 spawnen kann.. genauso wie mit dem goat/ zombie = auto script, du kannst sehr wohl nen zombie spawnen, den dann in ner stadt killen und mit dem Heli wegdüsen, das wird nicht geloggt, natürlich wird geloggt das du nen Zombie gekillt hast, sowie das der dann nen Heli gespawned hat.. bla trotzdem kann man dir nicht vorwerfen das du es warst, denn in ner Stadt rennen viiiiiiieeeele Zombies rum und einfach so.. man kann dich nicht Ohne Feste Beweise bannen.
Man ist als Admin ziemlich eingeschränkt... denn, wenn du nach dem Ban dich im Offi Forum meldest, etc, sagst das du so und sowas gemacht hast und aufeinmal nen Heli gespawned wurde... wird man dir Glauben und der Admin kann sich erstmal auf ärger einstellen .
09/17/2012, 16:24
#65
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#updated.
Neues Threaddesign!
Scripts hinzugefügt!
Quote:
Originally Posted by
.Kirano
Sind nicht Alle
Her damit! (:
09/17/2012, 16:41
#66
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Hey, wo ist das ESP, was alles auf der Map anziegt von mir ? =P
09/17/2012, 16:43
#67
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Quote:
Originally Posted by
Mannke94
Hey, wo ist das ESP, was alles auf der Map anziegt von mir ? =P
Nützliches,
2D Map (:
Wird jetzt getestet!
09/17/2012, 16:51
#68
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Habs vorhin noch benutzt, klappt bei mir wunderbar
09/17/2012, 16:59
#69
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Bei mir nicht
Das gesamte spiel stürtzt ab, aber denke mal das liegt nicht daran^^
werde es nacher nochmal versuchen !
09/17/2012, 17:02
#70
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Hmm vielleich hab ich was falsch kopiert ich send dir nacher mal meine Sqf
09/17/2012, 17:07
#71
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jo mach das!
09/17/2012, 17:16
#72
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Quote:
Originally Posted by
>x>'D A |R Iu S'<x<'
jo mach das!
Credits Fehlen
Ansonsten.. mache ich mich mal an die Arbeit
3D / 2D Map Script:
PRO:
Zeigt alles ingame auf der Map an.
Kontra:
Performance Lastig.. crashes vorrausgeplant, für diejenigen unter euch die kein Quadcore haben.
Code:
if (isNil "markPos") then {markPos = true;} else {markPos = !markPos};
if(markPos) then {titleText [".Kirano's Markers added to Map!","PLAIN DOWN"]; titleFadeOut 4;};
if(isNil "markers") then { markers = []};
player addweapon "ItemMap";
player addweapon "ItemGPS";
GlobalSleep=4;
AddPlayersToMap=true;
AddPlayersToScreen=true;
PlayersMarkerType=["x_art"];
PlayerMarkerColor=[0,1,1,1];
PlayerShowBloodInt=true;
PlayerShowDistance=true;
TheThicknessOfThePointPlayer=0.7;
AddZombieToMap=true;
ZombieVisibleDistance=100;
ZombieMarkerType="vehicle";
ZombieMarkerColor="ColorGreen";
ZombieName="Zombie";
AddVehicleToMap=true;
VehicleMarkerType="vehicle";
VehicleMarkerColor="ColorBlue";
AddTentsToMap=true;
TentsMarkerType="vehicle";
TentsMarkerColor="ColorYellow";
AddCrashesToMap=true;
CrashesMarkerType="vehicle";
CrashesMarkerColor="ColorRed";
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 [".Kirano's Markers removed!","PLAIN DOWN"]; titleFadeOut 4;
09/17/2012, 18:38
#73
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wie benutze ich die scripts
09/17/2012, 19:02
#74
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Quote:
Originally Posted by
[-Black[-Cherry
wie benutze ich die scripts
Mit nem gescheiten Bypass + script executer
09/18/2012, 10:32
#75
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Hi Leute,
Ich hätte mal eine kurze Frage!
Braucht man für jedes Skript einen Bypass?
auch wenn das Skript noch undetected ist?
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