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[Sammelthread] Dayz Scripts!
Discussion on [Sammelthread] Dayz Scripts! within the DayZ forum part of the Shooter category.
09/16/2012, 18:37
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#46
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elite*gold: 574
Join Date: Nov 2010
Posts: 2,498
Received Thanks: 726
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Das endet hier im Posthunting, Shive und Darius.
Shive, wenn du schon alle 5min ein Script posten musst,
dann mach mehrere auf einmal, und nicht nur eins.
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09/16/2012, 18:43
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#47
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elite*gold: 0
Join Date: Apr 2009
Posts: 157
Received Thanks: 11
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Würde ich auch mal sagen, mach mehrere Spoiler und liste alles auf
oder so, aber sind aufjedenfall nützliche Sachen dabei
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09/16/2012, 18:45
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#48
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elite*gold: 91
Join Date: Jan 2010
Posts: 1,689
Received Thanks: 355
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Quote:
Originally Posted by Njahs
Das endet hier im Posthunting, Shive und Darius.
Shive, wenn du schon alle 5min ein Script posten musst,
dann mach mehrere auf einmal, und nicht nur eins.
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Alles klar, Chef. Entschuldigen Sie die Unannehmlichkeiten.
Ich entschuldige mich in ganzer Form und hoffe das ich nicht einen negativen Eindruck bei Ihnen hintlerlassen habe.
Autorepair (repariert automatisch Autos und co)
Code:
while{ true }do
{
vehicle player setfuel 1;
vehicle player setvehicleammo 1;
vehicle player setdammage 0;
sleep 0.001;
}
Boost (Speed boost)
Code:
_fwvvfw2vw = getdir player;
_eyhqweqd3 = getPos player;
_eyhqweqd3 = [(_eyhqweqd3 select 0)+100*sin(_fwvvfw2vw),(_eyhqweqd3 select 1)+100*cos(_fwvvfw2vw)];
_dlkak2="ve"+"hicl"+"e play"+"er setp"+"os _eyhqweqd3;";call compile _dlkak2;
player setVariable["lastPos",1];)
Backpack ändern
Code:
changebackpack =
[
["",true],
["Czech Vest Pouch", [2], "", -5, [["expression", "player addBackPack 'CZ_VestPouch_EP1';"]], "1", "1"],
["Coyote Patrol Pack", [3], "", -5, [["expression", "player addBackPack 'DZ_Patrol_Pack_EP1';"]], "1", "1"],
["Assault Pack", [4], "", -5, [["expression", "player addBackPack 'DZ_Assault_Pack_EP1';"]], "1", "1"],
["Czech Backpack", [5], "", -5, [["expression", "player addBackPack 'DZ_CivilBackpack_EP1';"]], "1", "1"],
["ALICE pack", [6], "", -5, [["expression", "player addBackPack 'DZ_ALICE_Pack_EP1';"]], "1", "1"],
["Coyote Backpack", [7], "", -5, [["expression", "player addBackPack 'DZ_Backpack_EP1';"]], "1", "1"],
["", [-1], "", -5, [["expression", ""]], "1", "1"],
["Exit", [-1], "", -3, [["expression", ""]], "1", "1"]
];
showCommandingMenu "#USER:changebackpack";
Ändert Sichtweite, Terrain, etc.
Code:
surrmenu =
[
["",true],
["Terrain", [2], "#USER:termenu", -5, [["expression", ""]], "1", "1"],
["View Distance", [3], "#USER:distmenu", -5, [["expression", ""]], "1", "1"],
["", [-1], "", -5, [["expression", ""]], "1", "0"],
["Time", [4], "#USER:dtimemenu", -5, [["expression", ""]], "1", "1"],
["", [-1], "", -5, [["expression", ""]], "1", "0"],
["Overcast", [5], "#USER:overcastmenu", -5, [["expression", ""]], "1", "1"],
["Fog", [6], "#USER:fogmenu", -5, [["expression", ""]], "1", "1"],
["", [-1], "", -5, [["expression", ""]], "1", "0"],
["Exit", [13], "", -3, [["expression", ""]], "1", "1"]
];
dtimemenu =
[
["", true],
["Select time:", [-1], "", -5, [["expression", ""]], "1", "0"],
["00:00", [2], "", -5, [["expression", "setDate [date select 0, date select 1, date select 2, 0, 0];"]], "1", "1"],
["03:00", [3], "", -5, [["expression", "setDate [date select 0, date select 1, date select 2, 3, 0];"]], "1", "1"],
["06:00", [4], "", -5, [["expression", "setDate [date select 0, date select 1, date select 2, 6, 0];"]], "1", "1"],
["09:00", [5], "", -5, [["expression", "setDate [date select 0, date select 1, date select 2, 9, 0];"]], "1", "1"],
["12:00", [5], "", -5, [["expression", "setDate [date select 0, date select 1, date select 2, 12, 0];"]], "1", "1"],
["15:00", [6], "", -5, [["expression", "setDate [date select 0, date select 1, date select 2, 15, 0];"]], "1", "1"],
["18:00", [7], "", -5, [["expression", "setDate [date select 0, date select 1, date select 2, 18, 0];"]], "1", "1"],
["21:00", [8], "", -5, [["expression", "setDate [date select 0, date select 1, date select 2, 21, 0];"]], "1", "1"],
["", [-1], "", -5, [["expression", ""]], "1", "0"],
["Back", [12], "", -4, [["expression", ""]], "1", "1"],
["Exit", [13], "", -3, [["expression", ""]], "1", "1"]
];
termenu =
[
["", true],
["Select terrain level:", [-1], "", -5, [["expression", ""]], "1", "0"],
["Very High", [2], "", -5, [["expression", "setTerrainGrid 3.125;"]], "1", "1"],
["High", [3], "", -5, [["expression", "setTerrainGrid 6.25;"]], "1", "1"],
["Normal", [4], "", -5, [["expression", "setTerrainGrid 12.5;"]], "1", "1"],
["Low", [5], "", -5, [["expression", "setTerrainGrid 25;"]], "1", "1"],
["Very Low", [6], "", -5, [["expression", "setTerrainGrid 50;"]], "1", "1"],
["", [-1], "", -5, [["expression", ""]], "1", "0"],
["Back", [12], "", -4, [["expression", ""]], "1", "1"],
["Exit", [13], "", -3, [["expression", ""]], "1", "1"]
];
overcastmenu =
[
["", true],
["Select overcast:", [-1], "", -5, [["expression", ""]], "1", "0"],
["Clear", [2], "", -5, [["expression", "3 setovercast 0;"]], "1", "1"],
["Partly Sunny", [3], "", -5, [["expression", "3 setovercast 0.2;"]], "1", "1"],
["Cloudy", [4], "", -5, [["expression", "3 setovercast 0.4;"]], "1", "1"],
["Rain", [5], "", -5, [["expression", "3 setovercast 0.6;"]], "1", "1"],
["Heavy Rain", [6], "", -5, [["expression", "3 setovercast 0.8;"]], "1", "1"],
["Storm", [7], "", -5, [["expression", "3 setovercast 1;"]], "1", "1"],
["", [-1], "", -5, [["expression", ""]], "1", "0"],
["Back", [12], "", -4, [["expression", ""]], "1", "1"],
["Exit", [13], "", -3, [["expression", ""]], "1", "1"]
];
fogmenu =
[
["", true],
["Select fog level:", [-1], "", -5, [["expression", ""]], "1", "0"],
["Off", [2], "", -5, [["expression", "3 setFog 0;"]], "1", "1"],
["20%", [3], "", -5, [["expression", "3 setFog 0.2;"]], "1", "1"],
["40%", [4], "", -5, [["expression", "3 setFog 0.4;"]], "1", "1"],
["60%", [5], "", -5, [["expression", "3 setFog 0.6;"]], "1", "1"],
["80%", [6], "", -5, [["expression", "3 setFog 0.8;"]], "1", "1"],
["100%", [7], "", -5, [["expression", "3 setFog 1;"]], "1", "1"],
["", [-1], "", -5, [["expression", ""]], "1", "0"],
["Back", [12], "", -4, [["expression", ""]], "1", "1"],
["Exit", [13], "", -3, [["expression", ""]], "1", "1"]
];
distmenu =
[
["", true],
["Select rendering distance:", [-1], "", -5, [["expression", ""]], "1", "0"],
["900", [2], "", -5, [["expression", "setViewDistance 900;"]], "1", "1"],
["1000", [3], "", -5, [["expression", "setViewDistance 1000;"]], "1", "1"],
["1200", [4], "", -5, [["expression", "setViewDistance 1200;"]], "1", "1"],
["1500", [5], "", -5, [["expression", "setViewDistance 1500;"]], "1", "1"],
["2000", [5], "", -5, [["expression", "setViewDistance 2000;"]], "1", "1"],
["2250", [6], "", -5, [["expression", "setViewDistance 2250;"]], "1", "1"],
["2500", [7], "", -5, [["expression", "setViewDistance 2500;"]], "1", "1"],
["", [-1], "", -5, [["expression", ""]], "1", "0"],
["Back", [12], "", -4, [["expression", ""]], "1", "1"],
["Exit", [13], "", -3, [["expression", ""]], "1", "1"]
];
showCommandingMenu "#USER:surrmenu";
Speed
Code:
hint "Speed upgrade loaded!";
waituntil {!isnull (finddisplay 46)};
(findDisplay 46) displayAddEventHandler ["KeyDown","_this select 1 call MY_KEYDOWN_FNC;false;"];
MY_KEYDOWN_FNC = {
_vcl = vehicle player;
if(_vcl == player)exitwith{};
_nos = _vcl getvariable "nitro";
_supgrade = _vcl getvariable "supgrade";
if(isEngineOn _vcl) then
{
switch (_this) do {
case 17: {
if(isEngineOn _vcl and !isnil "_supgrade") then
{
_vcl SetVelocity [(velocity _vcl select 0) * 1.011, (velocity _vcl select 1) *1.011, (velocity _vcl select 2) * 0.99];
} else {
_vcl setvariable ["supgrade", 1, true];
};
};
case 42: {
if(isEngineOn _vcl and !isnil "_nos") then
{
_vcl setVelocity [(velocity _vcl select 0) * 1.01, (velocity _vcl select 1) * 1.01, (velocity _vcl select 2) * 0.99];
} else {
_vcl setvariable ["nitro", 1, true];
};
};
};
};
};
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09/16/2012, 19:46
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#49
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elite*gold: 14
Join Date: Mar 2012
Posts: 2,594
Received Thanks: 1,854
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Quote:
Originally Posted by shive
Alles klar, Chef. Entschuldigen Sie die Unannehmlichkeiten.
Ich entschuldige mich in ganzer Form und hoffe das ich nicht einen negativen Eindruck bei Ihnen hintlerlassen habe.
Autorepair (repariert automatisch Autos und co)
Code:
while{ true }do
{
vehicle player setfuel 1;
vehicle player setvehicleammo 1;
vehicle player setdammage 0;
sleep 0.001;
}
Boost (Speed boost)
Code:
_fwvvfw2vw = getdir player;
_eyhqweqd3 = getPos player;
_eyhqweqd3 = [(_eyhqweqd3 select 0)+100*sin(_fwvvfw2vw),(_eyhqweqd3 select 1)+100*cos(_fwvvfw2vw)];
_dlkak2="ve"+"hicl"+"e play"+"er setp"+"os _eyhqweqd3;";call compile _dlkak2;
player setVariable["lastPos",1];)
Backpack ändern
Code:
changebackpack =
[
["",true],
["Czech Vest Pouch", [2], "", -5, [["expression", "player addBackPack 'CZ_VestPouch_EP1';"]], "1", "1"],
["Coyote Patrol Pack", [3], "", -5, [["expression", "player addBackPack 'DZ_Patrol_Pack_EP1';"]], "1", "1"],
["Assault Pack", [4], "", -5, [["expression", "player addBackPack 'DZ_Assault_Pack_EP1';"]], "1", "1"],
["Czech Backpack", [5], "", -5, [["expression", "player addBackPack 'DZ_CivilBackpack_EP1';"]], "1", "1"],
["ALICE pack", [6], "", -5, [["expression", "player addBackPack 'DZ_ALICE_Pack_EP1';"]], "1", "1"],
["Coyote Backpack", [7], "", -5, [["expression", "player addBackPack 'DZ_Backpack_EP1';"]], "1", "1"],
["", [-1], "", -5, [["expression", ""]], "1", "1"],
["Exit", [-1], "", -3, [["expression", ""]], "1", "1"]
];
showCommandingMenu "#USER:changebackpack";
Ändert Sichtweite, Terrain, etc.
Code:
surrmenu =
[
["",true],
["Terrain", [2], "#USER:termenu", -5, [["expression", ""]], "1", "1"],
["View Distance", [3], "#USER:distmenu", -5, [["expression", ""]], "1", "1"],
["", [-1], "", -5, [["expression", ""]], "1", "0"],
["Time", [4], "#USER:dtimemenu", -5, [["expression", ""]], "1", "1"],
["", [-1], "", -5, [["expression", ""]], "1", "0"],
["Overcast", [5], "#USER:overcastmenu", -5, [["expression", ""]], "1", "1"],
["Fog", [6], "#USER:fogmenu", -5, [["expression", ""]], "1", "1"],
["", [-1], "", -5, [["expression", ""]], "1", "0"],
["Exit", [13], "", -3, [["expression", ""]], "1", "1"]
];
dtimemenu =
[
["", true],
["Select time:", [-1], "", -5, [["expression", ""]], "1", "0"],
["00:00", [2], "", -5, [["expression", "setDate [date select 0, date select 1, date select 2, 0, 0];"]], "1", "1"],
["03:00", [3], "", -5, [["expression", "setDate [date select 0, date select 1, date select 2, 3, 0];"]], "1", "1"],
["06:00", [4], "", -5, [["expression", "setDate [date select 0, date select 1, date select 2, 6, 0];"]], "1", "1"],
["09:00", [5], "", -5, [["expression", "setDate [date select 0, date select 1, date select 2, 9, 0];"]], "1", "1"],
["12:00", [5], "", -5, [["expression", "setDate [date select 0, date select 1, date select 2, 12, 0];"]], "1", "1"],
["15:00", [6], "", -5, [["expression", "setDate [date select 0, date select 1, date select 2, 15, 0];"]], "1", "1"],
["18:00", [7], "", -5, [["expression", "setDate [date select 0, date select 1, date select 2, 18, 0];"]], "1", "1"],
["21:00", [8], "", -5, [["expression", "setDate [date select 0, date select 1, date select 2, 21, 0];"]], "1", "1"],
["", [-1], "", -5, [["expression", ""]], "1", "0"],
["Back", [12], "", -4, [["expression", ""]], "1", "1"],
["Exit", [13], "", -3, [["expression", ""]], "1", "1"]
];
termenu =
[
["", true],
["Select terrain level:", [-1], "", -5, [["expression", ""]], "1", "0"],
["Very High", [2], "", -5, [["expression", "setTerrainGrid 3.125;"]], "1", "1"],
["High", [3], "", -5, [["expression", "setTerrainGrid 6.25;"]], "1", "1"],
["Normal", [4], "", -5, [["expression", "setTerrainGrid 12.5;"]], "1", "1"],
["Low", [5], "", -5, [["expression", "setTerrainGrid 25;"]], "1", "1"],
["Very Low", [6], "", -5, [["expression", "setTerrainGrid 50;"]], "1", "1"],
["", [-1], "", -5, [["expression", ""]], "1", "0"],
["Back", [12], "", -4, [["expression", ""]], "1", "1"],
["Exit", [13], "", -3, [["expression", ""]], "1", "1"]
];
overcastmenu =
[
["", true],
["Select overcast:", [-1], "", -5, [["expression", ""]], "1", "0"],
["Clear", [2], "", -5, [["expression", "3 setovercast 0;"]], "1", "1"],
["Partly Sunny", [3], "", -5, [["expression", "3 setovercast 0.2;"]], "1", "1"],
["Cloudy", [4], "", -5, [["expression", "3 setovercast 0.4;"]], "1", "1"],
["Rain", [5], "", -5, [["expression", "3 setovercast 0.6;"]], "1", "1"],
["Heavy Rain", [6], "", -5, [["expression", "3 setovercast 0.8;"]], "1", "1"],
["Storm", [7], "", -5, [["expression", "3 setovercast 1;"]], "1", "1"],
["", [-1], "", -5, [["expression", ""]], "1", "0"],
["Back", [12], "", -4, [["expression", ""]], "1", "1"],
["Exit", [13], "", -3, [["expression", ""]], "1", "1"]
];
fogmenu =
[
["", true],
["Select fog level:", [-1], "", -5, [["expression", ""]], "1", "0"],
["Off", [2], "", -5, [["expression", "3 setFog 0;"]], "1", "1"],
["20%", [3], "", -5, [["expression", "3 setFog 0.2;"]], "1", "1"],
["40%", [4], "", -5, [["expression", "3 setFog 0.4;"]], "1", "1"],
["60%", [5], "", -5, [["expression", "3 setFog 0.6;"]], "1", "1"],
["80%", [6], "", -5, [["expression", "3 setFog 0.8;"]], "1", "1"],
["100%", [7], "", -5, [["expression", "3 setFog 1;"]], "1", "1"],
["", [-1], "", -5, [["expression", ""]], "1", "0"],
["Back", [12], "", -4, [["expression", ""]], "1", "1"],
["Exit", [13], "", -3, [["expression", ""]], "1", "1"]
];
distmenu =
[
["", true],
["Select rendering distance:", [-1], "", -5, [["expression", ""]], "1", "0"],
["900", [2], "", -5, [["expression", "setViewDistance 900;"]], "1", "1"],
["1000", [3], "", -5, [["expression", "setViewDistance 1000;"]], "1", "1"],
["1200", [4], "", -5, [["expression", "setViewDistance 1200;"]], "1", "1"],
["1500", [5], "", -5, [["expression", "setViewDistance 1500;"]], "1", "1"],
["2000", [5], "", -5, [["expression", "setViewDistance 2000;"]], "1", "1"],
["2250", [6], "", -5, [["expression", "setViewDistance 2250;"]], "1", "1"],
["2500", [7], "", -5, [["expression", "setViewDistance 2500;"]], "1", "1"],
["", [-1], "", -5, [["expression", ""]], "1", "0"],
["Back", [12], "", -4, [["expression", ""]], "1", "1"],
["Exit", [13], "", -3, [["expression", ""]], "1", "1"]
];
showCommandingMenu "#USER:surrmenu";
Speed
Code:
hint "Speed upgrade loaded!";
waituntil {!isnull (finddisplay 46)};
(findDisplay 46) displayAddEventHandler ["KeyDown","_this select 1 call MY_KEYDOWN_FNC;false;"];
MY_KEYDOWN_FNC = {
_vcl = vehicle player;
if(_vcl == player)exitwith{};
_nos = _vcl getvariable "nitro";
_supgrade = _vcl getvariable "supgrade";
if(isEngineOn _vcl) then
{
switch (_this) do {
case 17: {
if(isEngineOn _vcl and !isnil "_supgrade") then
{
_vcl SetVelocity [(velocity _vcl select 0) * 1.011, (velocity _vcl select 1) *1.011, (velocity _vcl select 2) * 0.99];
} else {
_vcl setvariable ["supgrade", 1, true];
};
};
case 42: {
if(isEngineOn _vcl and !isnil "_nos") then
{
_vcl setVelocity [(velocity _vcl select 0) * 1.01, (velocity _vcl select 1) * 1.01, (velocity _vcl select 2) * 0.99];
} else {
_vcl setvariable ["nitro", 1, true];
};
};
};
};
};
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Komm jetzzt hau alles raus
Was ein sicherlich weiterhelfen würde ist der script vehiclemark...
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09/16/2012, 20:00
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#50
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elite*gold: 91
Join Date: Jan 2010
Posts: 1,689
Received Thanks: 355
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Quote:
Originally Posted by >x>'D A |R Iu S'<x<'
Komm jetzzt hau alles raus
Was ein sicherlich weiterhelfen würde ist der script vehiclemark...
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Ich werde ein Teil der Scripts die ich habe nacher noch hinzufügen auch den Map Marker für Vehicles. Aber ich werde keine Scripts von mir veröffentlichen.
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09/16/2012, 21:05
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#51
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elite*gold: 14
Join Date: Mar 2012
Posts: 2,594
Received Thanks: 1,854
|
Quote:
Originally Posted by shive
Ich werde ein Teil der Scripts die ich habe nacher noch hinzufügen auch den Map Marker für Vehicles. Aber ich werde keine Scripts von mir veröffentlichen. 
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immer her damit (:
Morgen wird der Thread geupdatet.
lg
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09/16/2012, 21:46
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#52
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elite*gold: 100
Join Date: May 2010
Posts: 1,258
Received Thanks: 285
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Momentan lohnt es sich eh nicht zu scripten da der dumme Script Schutz immer kickt ...
Ich warte auf ein Bypass Update =)
Ich warte zwar bereits über nen Monat aber das ist mir egal =)
Achja es gibt ein Vehicle Span Script das noch funtioniert ...
Der Fehler dran ist nur =) wenn man ein Fahrzeug spawnt werden alle auf dem Server gekickt (Vom Scriptschutz) bis auf den Admin und den Hacker =D
Ich werds bei Gelegenheit noch posten muss es aber neu schreiben da ich es gelöscht habe.
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09/16/2012, 21:47
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#53
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elite*gold: 27
Join Date: Apr 2012
Posts: 520
Received Thanks: 122
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Hätte da auch ne menge, die noch nicht gepostet wurden..
Über Autos/ Spieler springen mit Leertaste.. bisschen Buggy, besser gehts aber nicht.. sofern kein Godmode vorhanden bricht man sich das Bein, wenn mans den Berg runter ausführt.. ^^
Code:
player setvariable ["ARGT_JUMP_POWER", 5.5, true];
player setvariable ["ARGT_JUMP_READY", true, true];
ARGT_JUMP =
{
private ["_moves", "_state", "_velocity", "_power", "_speed"];
if ( ! (player getvariable "ARGT_JUMP_READY") || vehicle player != player ) exitwith {true};
_moves = configfile >> gettext ( configfile >> "CfgVehicles" >> typeof player >> "moves" );
_state = getnumber (_moves >> "Actions" >> gettext ( _moves >> "States" >> animationstate player >> "actions" ) >> "upDegree");
if ( _state in [1,2,3,4,5,6,7,11,13,14] ) exitwith {true};
_power = (1 - (damage player)) * (player getvariable "ARGT_JUMP_POWER");
_speed = _power / 2;
_velocity = velocity player;
player switchmove "ActsPercMrunSlowWrflDf_FlipFlopPara";
player setvariable ["ARGT_JUMP_READY", false, true];
player setvelocity [(_velocity select 0) + _speed * sin getdir player,
(_velocity select 1) + _speed * cos getdir player,
(_velocity select 2) + _power];
true
};
player addeventhandler ["Animation ausgeführt!",
{
private ["_unit"];
_unit = _this select 0;
if ( ! (_unit getvariable "ARGT_JUMP_READY") ) then {_unit setvariable ["ARGT_JUMP_READY", true, true]};
}];
ARGT_KEYDOWN =
{
private ["_dikcode"];
_dikcode = _this select 1;
switch ( true ) do
{
case ( _dikcode == 0x39 ) : {call ARGT_JUMP};
default {false};
};
};
while { true } do
{
waituntil { ! isnull finddisplay 46 };
finddisplay 46 displayaddeventhandler ["KeyDown", "_this call ARGT_KEYDOWN"];
waituntil { isnull finddisplay 46 };
};
Über mir... meinst zufällig das hier?
Code:
'z_doctor' createunit [[(getpos player select 0), (getpos player select 1), 50], group player,'magic= this', 1.0, 'PRIVATE'];
magic addMPEventHandler ['mpkilled',
{
vehicleToSpawn = 'UH1H_DZ';
if (isServer) then
{
(vehicleToSpawn createVehicle (position beeeh))setVariable ['ObjectID', 521, true];
dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,getPos beeeh nearestObject vehicleToSpawn];
};
}];
Dann natürlich noch das hier...
Ne andere MEthode um sich Items zu geben ist, nen fake Player zu kreieren und zu töten 
Code:
hint 'DayZ Player was created..';
_mypos = getposATL player;
_dir = getdir player;
_mypos = [(_mypos select 0)+4*sin(_dir),(_mypos select 1)+4*cos(_dir), (_mypos select 2)];
_agent = createAgent ["Bandit1_DZ", _mypos, [], 5, "NONE"];
_position = [_position,0,20,10,0,20,0] call BIS_fnc_findSafePos;
_weapons = [ 'M4A1_HWS_GL_SD_Camo', '', '', '', 'ItemMap', 'ItemWatch', 'Binocular_Vector' ];
_magazine = [ '30Rnd_556x45_G36SD', '', 'FoodSteakCooked', 'ItemSoda'];
_agent addBackPack 'DZ_Backpack_EP1';
{ _agent addWeapon _x; } forEach _weapons;
{ for [{ b=0 },{ b < 1 },{ b = b + 5; }]do{_agent addMagazine _x;}; } forEach _magazine;
Und zu guter letzt... nen Sklave der euch beschützt.
Code:
TitleText [format["Slave on your Back!"], "PLAIN DOWN"];
private["_spawnAIS", "_plrGroup"];
CIVILIAN setFriend [WEST,0];
WEST setFriend [CIVILIAN,0];
player addRating 50000;
_plrGroup = (group player);
_plrGroup allowFleeing 0;
_plrGroup setFormation "LINE";
"Rocket_DZ" createUnit [[(getpos player select 0), (getpos player select 1), 50], _plrGroup, "_spawnAIS = this;"];
_spawnAIS enableAI "TARGET";
_spawnAIS enableAI "AUTOTARGET";
_spawnAIS enableAI "MOVE";
_spawnAIS enableAI "ANIM";
_spawnAIS enableAI "FSM";
_spawnAIS allowDammage true;
_spawnAIS setCombatMode "RED";
_spawnAIS setBehaviour "COMBAT";
_spawnAIS addweapon "G36_C_SD_camo";
_spawnAIS addMagazine "30Rnd_556x45_StanagSD";
_spawnAIS addMagazine "30Rnd_556x45_StanagSD";
_spawnAIS addMagazine "30Rnd_556x45_StanagSD";
_spawnAIS addMagazine "30Rnd_556x45_StanagSD";
_spawnAIS addMagazine "30Rnd_556x45_StanagSD";
_spawnAIS addMagazine "30Rnd_556x45_StanagSD";
_spawnAIS addMagazine "30Rnd_556x45_StanagSD";
_spawnAIS selectWeapon "G36_C_SD_camo";
_spawnAIS setSkill ["aimingAccuracy",1];
_spawnAIS setSkill ["aimingShake",1];
_spawnAIS setSkill ["aimingSpeed",1];
_spawnAIS setSkill ["endurance",1];
_spawnAIS setSkill ["spotDistance",1];
_spawnAIS setSkill ["spotTime",1];
_spawnAIS setSkill ["courage",1];
_spawnAIS setSkill ["reloadSpeed",1];
_spawnAIS setSkill ["commanding",1];
_spawnAIS setSkill ["general",1];
[_spawnAIS] join _plrGroup;
_spawnAIS addEventHandler ["Fired", {_this call player_fired;}];
while {alive _spawnAIS} do
{
{
_x addRating -200000;
} forEach allMissionObjects "zZombie_Base"; // attacks zombies yo
sleep 0.1;
};
Sind nicht Alle
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09/16/2012, 21:54
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#54
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elite*gold: 100
Join Date: May 2010
Posts: 1,258
Received Thanks: 285
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Quote:
Originally Posted by .Kirano
Hätte da auch ne menge, die noch nicht gepostet wurden..
Über Autos/ Spieler springen mit Leertaste.. bisschen Buggy, besser gehts aber nicht.. sofern kein Godmode vorhanden bricht man sich das Bein, wenn mans den Berg runter ausführt.. ^^
Code:
player setvariable ["ARGT_JUMP_POWER", 5.5, true];
player setvariable ["ARGT_JUMP_READY", true, true];
ARGT_JUMP =
{
private ["_moves", "_state", "_velocity", "_power", "_speed"];
if ( ! (player getvariable "ARGT_JUMP_READY") || vehicle player != player ) exitwith {true};
_moves = configfile >> gettext ( configfile >> "CfgVehicles" >> typeof player >> "moves" );
_state = getnumber (_moves >> "Actions" >> gettext ( _moves >> "States" >> animationstate player >> "actions" ) >> "upDegree");
if ( _state in [1,2,3,4,5,6,7,11,13,14] ) exitwith {true};
_power = (1 - (damage player)) * (player getvariable "ARGT_JUMP_POWER");
_speed = _power / 2;
_velocity = velocity player;
player switchmove "ActsPercMrunSlowWrflDf_FlipFlopPara";
player setvariable ["ARGT_JUMP_READY", false, true];
player setvelocity [(_velocity select 0) + _speed * sin getdir player,
(_velocity select 1) + _speed * cos getdir player,
(_velocity select 2) + _power];
true
};
player addeventhandler ["Animation ausgeführt!",
{
private ["_unit"];
_unit = _this select 0;
if ( ! (_unit getvariable "ARGT_JUMP_READY") ) then {_unit setvariable ["ARGT_JUMP_READY", true, true]};
}];
ARGT_KEYDOWN =
{
private ["_dikcode"];
_dikcode = _this select 1;
switch ( true ) do
{
case ( _dikcode == 0x39 ) : {call ARGT_JUMP};
default {false};
};
};
while { true } do
{
waituntil { ! isnull finddisplay 46 };
finddisplay 46 displayaddeventhandler ["KeyDown", "_this call ARGT_KEYDOWN"];
waituntil { isnull finddisplay 46 };
};
Über mir... meinst zufällig das hier?
Code:
'z_doctor' createunit [[(getpos player select 0), (getpos player select 1), 50], group player,'magic= this', 1.0, 'PRIVATE'];
magic addMPEventHandler ['mpkilled',
{
vehicleToSpawn = 'UH1H_DZ';
if (isServer) then
{
(vehicleToSpawn createVehicle (position beeeh))setVariable ['ObjectID', 521, true];
dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,getPos beeeh nearestObject vehicleToSpawn];
};
}];
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Nein das war es nicht ... hatte ein anderes wie gesagt ich werds bei Gelegenheit noch posten
Musste DayZ löschen darum hab ich die Scripts die ich hatte alle verloren =) waren aber über 200 ^^
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09/16/2012, 22:00
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#55
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elite*gold: 27
Join Date: Apr 2012
Posts: 520
Received Thanks: 122
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Quote:
Originally Posted by Ultrayano
Nein das war es nicht ... hatte ein anderes wie gesagt ich werds bei Gelegenheit noch posten
Musste DayZ löschen darum hab ich die Scripts die ich hatte alle verloren =) waren aber über 200 ^^
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Na denn, viel spaß dabei^^
Battleye kann man per Script ausschalten.. für sich selber...
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09/16/2012, 22:16
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#56
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elite*gold: 2
Join Date: Jun 2012
Posts: 721
Received Thanks: 263
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Nice hier
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09/16/2012, 22:26
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#57
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elite*gold: 1
Join Date: Nov 2010
Posts: 3,808
Received Thanks: 1,486
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Hier einmal ein Script was Player/Helicrashs/Fahrzeuge/Zelte auf der Ingame Map anzeigt:
//<-----------------MAP ESP----------------->
//<-----GLOBAL-VARIABLE----->
marker_mapesp = true;
//Alle Vehicle
list_vec = (allMissionObjects "Plane")+(allMissionObjects "LandVehicle")+(allMissionObjects "Helicopter")+(allMissionObjects "Ship");
list_wrecked = allMissionObjects "UH1Wreck_DZ";
list_tents = allMissionObjects "TentStorage";
//<-----GLOBAL-VARIABLE----->
//hint "Adding Markers on the map";
while {marker_mapesp} do
{
//<-----PLAYER-MARKER----->
//<----------------------->
//<-----PLAYER-MARKER----->
unitList_player = allUnits; //getting all units
totalunits = count unitList_player;
//hint format["%1", totalunits];
o = 0;
yo = 0;
for "o" from 0 to totalunits do
{
actualunit = unitList_player select o; //Player1
//hint format["%1", actualunit];
if ( isplayer actualunit && alive actualunit ) then
{
deleteMarkerLocal ("Player" + (str o));
yo = o + 1;
deleteMarkerLocal ("Player" + (str yo));
namePlayer = "";
namePlayer = name actualunit;
mark_player = "Player" + (str o); //Player0, Player1, Player2
mark_player = createMarkerLocal [mark_player,getPos actualunit];
mark_player setMarkerTypeLocal "waypoint";
mark_player setMarkerPosLocal (getPos actualunit);
mark_player setMarkerColorLocal "ColorBlue";
mark_player setMarkerTextLocal format ["%1",namePlayer];
};
};
//<-----VEHICLE-MARKER----->
//<------------------------>
//<-----VEHICLE-MARKER----->
unitList_vec = list_vec;
totalunits_vec = count unitList_vec;
i = 0;
yo2 = 0;
for "i" from 0 to totalunits_vec do
{
actualunit_vec = unitList_vec select i; //Car, Helicopter, Boat
//hint format["%1", actualunit_vec];
if (!(actualunit_vec isKindOf "man") && !(actualunit_vec isKindOf "Survivor2")) then
{
deleteMarkerLocal ("Vehicle" + (str i));
yo2 = i + 1;
deleteMarkerLocal ("Vehicle" + (str yo2));
typeVec = "";
typeVec = typeOf actualunit_vec;
//hint format ["%1", typeVec];
mark = "Vehicle" + (str i);
mark = createMarkerLocal [mark,getPos actualunit_vec];
mark setMarkerTypeLocal "waypoint";
mark setMarkerPosLocal (getPos actualunit_vec);
mark setMarkerColorLocal "ColorRed";
mark setMarkerTextLocal format ["%1", typeVec];
};
};
//<-----WRECKED_HELI-MARKER----->
//<----------------------------->
//<-----WRECKED_HELI-MARKER----->
unitList_wrecked = list_wrecked;
totalunits_wrecked = count unitList_wrecked;
//hint format["%1", totalunits_wrecked];
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";
};
//<-----TENT-MARKER----->
//<----------------------------->
//<-----TENT-MARKER----->
unitList_tents = list_tents;
totalunits_tents = count unitList_tents;
//hint format["%1", totalunits_tents];
q = 0;
yo4 = 0;
for "q" from 0 to totalunits_tents do
{
actualunit_tents = unitList_tents select q; //Car, Helicopter, Boat
deleteMarkerLocal ("Tents"+ (str q));
yo4 = q + 1;
deleteMarkerLocal ("Tents"+ (str yo4));
mark_tents = "Tents" + (str q); //Car, Boat, Helicopter
mark_tents = createMarkerLocal [mark_tents,getPos actualunit_tents];
mark_tents setMarkerTypeLocal "waypoint";
mark_tents setMarkerPosLocal (getPos actualunit_tents);
mark_tents setMarkerColorLocal "ColorGreen";
//mark_tentssetMarkerTextLocal "Tent";
};
//bit of sleep
sleep 0.1;
};
k = 0;
for "k" from 0 to 2000 do
{
deleteMarkerLocal ("Player"+ (str k));
deleteMarkerLocal ("Vehicle"+ (str k));
deleteMarkerLocal ("Wrecked"+ (str k));
deleteMarkerLocal ("Tents"+ (str k));
};
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09/16/2012, 23:02
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#58
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elite*gold: 50
Join Date: Aug 2010
Posts: 6,020
Received Thanks: 1,147
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Ich seh hier bis auf Kurano nur AJ Scripts.
Das mit dem Heli lief ja so ab dass n Wildschwein gespawnt wird und sobald man darauf schießt spawnt n Heli.
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09/17/2012, 12:15
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#59
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elite*gold: 0
Join Date: May 2011
Posts: 3,143
Received Thanks: 612
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Quote:
Originally Posted by FlyorDie
Ich seh hier bis auf Kurano nur AJ Scripts.
Das mit dem Heli lief ja so ab dass n Wildschwein gespawnt wird und sobald man darauf schießt spawnt n Heli.
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Das mit dem Wildschwein ist egal, du kannst auch genauso gut einen Zombie oä. nehmen.
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09/17/2012, 12:21
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#60
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elite*gold: 50
Join Date: Aug 2010
Posts: 6,020
Received Thanks: 1,147
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Jo ist schon klar war als Bdsp gemeint
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