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[Sammelthread] DayZ Scripts!
Discussion on [Sammelthread] DayZ Scripts! within the DayZ forum part of the Shooter category.
02/27/2013, 16:43
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#1
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[Sammelthread] DayZ Scripts!
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02/27/2013, 16:59
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#2
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Gibt es schon lange.
Zumal es auch keine Undetected Scrip gibt. Nur der Bypass, macht den Großteil halt nutzbar.
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02/27/2013, 17:03
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#3
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Quote:
Originally Posted by Mannke94
Gibt es schon lange.
Zumal es auch keine Undetected Scrip gibt. Nur der Bypass, macht den Großteil halt nutzbar.
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Ich habe "|: Darius :´3"´s Thread übernommen, da er keine Zeit mehr hat ihn Aktuell zu halten. Und zu deiner Info, es geht darum ob Scripts für die derzeite Version gehen. Und dieser Thread ist nur hier um Menschen zu helfen die Scripts suchen!
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02/27/2013, 17:06
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#4
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Join Date: Jan 2010
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Ich werfe nur mal ein UNNÖTIG in den Raum.
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02/27/2013, 17:07
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#5
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elite*gold: 185
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Quote:
Originally Posted by shive
Ich werfe nur mal ein UNNÖTIG in den Raum. 
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Und welche Begründung hat deine Aussage?
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02/27/2013, 17:17
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#6
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die ganzen Rapidsharelinks sind bytheway down
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02/27/2013, 17:42
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#7
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elite*gold: 185
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Quote:
Originally Posted by Cambios
die ganzen Rapidsharelinks sind bytheway down
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Okay. Ich werde neue machen.
#Edit: Links gehen jetzt und wurden auf Mediafire umgeändert.
#Edit2: Invisibility, Silly Smoke und Exploding Bullet´s Script hinugefügt.
Falls jemand fragen über ein Script hat, einfach pN senden.
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02/28/2013, 14:14
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#8
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Dann eine Frage meinerseits, wieso sind alle Links über bit.ly?
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02/28/2013, 14:40
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#9
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Quote:
Originally Posted by Volltboon
Dann eine Frage meinerseits, wieso sind alle Links über bit.ly?
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Warum wohl?
Um sich nen paar Cent's zu verdienen.
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02/28/2013, 16:07
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#10
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elite*gold: 185
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Quote:
Originally Posted by Volltboon
Dann eine Frage meinerseits, wieso sind alle Links über bit.ly?
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Da sonst die Tabelle zu lang wird.
Quote:
Originally Posted by .$Terra$.
Warum wohl?
Um sich nen paar Cent's zu verdienen.
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Wie soll ich den bitte über bit.ly Geld verdienen?
Informier dich bitte mal bevor du hier Sachen postest.
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03/01/2013, 20:43
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#11
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wie wirft man eig Boxen und so ab? wenn man das script hoch gefahren hat
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03/01/2013, 21:07
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#12
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Quote:
Originally Posted by Jokervirus
wie wirft man eig Boxen und so ab? wenn man das script hoch gefahren hat
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Man wirft die Box nicht ab.
Wenn du das Script ausführst, dann spawnt die Box vor dir auf dem Boden.
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03/01/2013, 21:44
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#13
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Quote:
Originally Posted by Fr3akyLP™
Fahrzei<---ge & Mehr
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03/01/2013, 22:22
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#14
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elite*gold: 185
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Quote:
Originally Posted by Falsi
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#Wurde gefixt. Danke für deinen Hinweis.
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03/02/2013, 13:23
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#15
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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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Similar Threads
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[Sammelthread] Dayz Scripts!
09/03/2014 - DayZ - 547 Replies
Hallo Leute!
Da so oft nach Script gefragt wird,
mache ich hier mal ein Sammelthread auf.
Natürlich bin ich nicht verantwortlich wenn ihr gebannt werdet.
Wenn ihr ein Script kennt der momentan Undetected ist könnt ihr den gerne posten.
Danke an alle die hier ein Script posten!
Jeder Funktionierender Script verdient 1*egold.
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