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  1. #16
    Jim Morrison's Avatar
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    Keep the thread on topic.


    MPGH Staff History:
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  2. #17
    furiouswai's Avatar
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    Quote Originally Posted by ItsZaydeh View Post
    Dude my Bypass has...
    - BattleEye Bypass
    - Script Bypass
    - Anti Hack Bypass

    So it bypass Battleye, Any sort of script search + AntiHacks like InfiStar. So I don't need to worry about anything being patched by InfiStar...
    I do not think you understand how BE filters work.

    But anyway, great! If you can magically bypass everything then there are about a million old script menu releases in this forum you can use. This thread is still useless to anyone that does not have the same paid bypass as you (which we are not allowed to discuss here).

  3. #18
    ItsZaydeh's Avatar
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    Quote Originally Posted by furiouswai View Post
    I do not think you understand how BE filters work.

    But anyway, great! If you can magically bypass everything then there are about a million old script menu releases in this forum you can use. This thread is still useless to anyone that does not have the same paid bypass as you (which we are not allowed to discuss here).
    I do know how they work. Just kinda hard to explain to people like @DamoRFC1, sorry but you're a real noob and you need to know not to use CheatEngine on BE protected servers ahaha.. + @furiouswai Im using Confin3d's Edit of InfiStar on MGT, its amazing ahah

  4. #19
    Sceniweenie's Avatar
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    Fix buildings

    Code:
    titleText ["Fixing buildings","PLAIN DOWN"];titleFadeOut 2;
    _repair = (getPosATL player) nearObjects ["Building", 150000];
    _fix=0;
    _break=1;
    {_x setDammage _fix} forEach _repair;
    Look & Repair -

    Code:
    if (isnil ("Repair")) then 
    {
        Repair = 0;
    };
     
    if (Repair==0) then
    {
        cutText ["LOOK N REPAIR activated.", "PLAIN"];
        Repair=1;
    }
    else
    {
        cutText ["LOOK N REPAIR deactivated.", "PLAIN"];
        Repair=0;
    };
     
    RepairIT = "while {Repair==1} do{cursorTarget setdammage 0;sleep 0.5;cursorTarget setvehicleammo 1;sleep 0.5;cursorTarget setfuel 1;sleep 0.05;};";
     
    [] spawn compile RepairIT;
    Player rainbow -

    Code:
    rainbowTarget3 = player;
    publicVariable "rainbowTarget3";
    
    _exec = "
    [] spawn
    {
     while {true} do
     {
      rainbowTarget3 setObjectTexture [0,'#(argb,8,8,3)color(0,1,0,1)'];
      sleep 0.2;
      rainbowTarget3 setObjectTexture [0,'#(argb,8,8,3)color(0,1,1,1)'];
      sleep 0.2;
      rainbowTarget3 setObjectTexture [0,'#(argb,8,8,3)color(1,0,0,1)'];
      sleep 0.2;
      rainbowTarget3 setObjectTexture [0,'#(argb,8,8,3)color(0,0,1,1)'];
      sleep 0.2;
      rainbowTarget3 setObjectTexture [0,'#(argb,8,8,3)color(1,1,0,1)'];
      sleep 0.2;
      rainbowTarget3 setObjectTexture [0,'#(argb,8,8,3)color(1,0,1,1)'];
      sleep 0.2;
      rainbowTarget3 setObjectTexture [0,'#(argb,8,8,3)color(1,1,1,1)'];
      sleep 0.2;
      rainbowTarget3 setObjectTexture [0,'#(argb,8,8,3)color(0.5,1,0,1)'];
      sleep 0.2;
      rainbowTarget3 setObjectTexture [0,'#(argb,8,8,3)color(0.2,1,0.5,1)'];
      sleep 0.2;
      rainbowTarget3 setObjectTexture [0,'#(argb,8,8,3)color(0.3,0.4,1,1)'];
      sleep 0.2;
      rainbowTarget3 setObjectTexture [0,'#(argb,8,8,3)color(0.5,1,1,1)'];
      sleep 0.2;
      rainbowTarget3 setObjectTexture [0,'#(argb,8,8,3)color(1,1,0.5,1)'];
      sleep 0.2;
      rainbowTarget3 setObjectTexture [0,'#(argb,8,8,3)color(1,0.5,1,1)'];
      sleep 0.2;
     };
    };";
    
    _unit = createAgent ["Sheep", [4000,4000,0], [], 0, "FORM"];
    _do = _exec;
    _unit addMPEventHandler ["MPKilled", _do];
    _unit setDamage 2;
    deleteVehicle _unit;
    Target Rainbow -
    Code:
    rainbowTarget = cursorTarget;
    publicVariable "rainbowTarget";
    
    _exec = "
    [] spawn
    {
    	while {true} do
    	{
    		rainbowTarget setObjectTexture [0,'#(argb,8,8,3)color(0,1,0,1)'];
    		sleep 0.2;
    		rainbowTarget setObjectTexture [0,'#(argb,8,8,3)color(0,1,1,1)'];
    		sleep 0.2;
    		rainbowTarget setObjectTexture [0,'#(argb,8,8,3)color(1,0,0,1)'];
    		sleep 0.2;
    		rainbowTarget setObjectTexture [0,'#(argb,8,8,3)color(0,0,1,1)'];
    		sleep 0.2;
    		rainbowTarget setObjectTexture [0,'#(argb,8,8,3)color(1,1,0,1)'];
    		sleep 0.2;
    		rainbowTarget setObjectTexture [0,'#(argb,8,8,3)color(1,0,1,1)'];
    		sleep 0.2;
    		rainbowTarget setObjectTexture [0,'#(argb,8,8,3)color(1,1,1,1)'];
    		sleep 0.2;
    		rainbowTarget setObjectTexture [0,'#(argb,8,8,3)color(0.5,1,0,1)'];
    		sleep 0.2;
    		rainbowTarget setObjectTexture [0,'#(argb,8,8,3)color(0.2,1,0.5,1)'];
    		sleep 0.2;
    		rainbowTarget setObjectTexture [0,'#(argb,8,8,3)color(0.3,0.4,1,1)'];
    		sleep 0.2;
    		rainbowTarget setObjectTexture [0,'#(argb,8,8,3)color(0.5,1,1,1)'];
    		sleep 0.2;
    		rainbowTarget setObjectTexture [0,'#(argb,8,8,3)color(1,1,0.5,1)'];
    		sleep 0.2;
    		rainbowTarget setObjectTexture [0,'#(argb,8,8,3)color(1,0.5,1,1)'];
    		sleep 0.2;
    	};
    };";
    
    player setVehicleInit _exec;
    processInitCommands;
    clearVehicleInit player;
    Rapid fire -
    Code:
     while {true} do 
     {
     (vehicle player) setWeaponReloadingTime [(vehicle player),currentWeapon (vehicle player),0];
     player setWeaponReloadingTime [player,currentWeapon player,0];
    
     sleep 0.001;
     };
    Vehicle 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];
    };
    };
    };
    };
    };
    Weaponize vehicles -

    Code:
    letmeknow = true;
    _LVehgun = ['AZP85','GAU8','GAU12','M197','M230','ZiS_S_53','2A46M','AGS30','D30','D81','M252','M256'];
    _LVehammo = ['2000Rnd_23mm_AZP85','1350Rnd_30mmAP_A10','300Rnd_25mm_GAU12','750Rnd_M197_AH1','1200Rnd_30x113mm_M789_HEDP',
    '33Rnd_85mmHE','22Rnd_125mmHE_T72','29Rnd_30mm_AGS30','30Rnd_122mmHE_D30','22Rnd_125mmHE_T72','ARTY_8rnd_81mmHE_M252', 
    '20Rnd_120mmHE_M1A2'];
    
    _Planegun = ['AZP85','GAU8','GAU12','M197','M230','D30','D81','M252', 'AGS30'];
    _Planeammo = ['2000Rnd_23mm_AZP85','1350Rnd_30mmAP_A10','300Rnd_25mm_GAU12','750Rnd_M197_AH1','1200Rnd_30x113mm_M789_HEDP',
    '29Rnd_30mm_AGS30','30Rnd_122mmHE_D30','22Rnd_125mmHE_T72','ARTY_8rnd_81mmHE_M252'];
    
    _WaterGun = ['AZP85','GAU8','GAU12','M197','M230','ZiS_S_53','2A46M','D30','D81','M252','M256'];
    _WaterAmmo = ['2000Rnd_23mm_AZP85','1350Rnd_30mmAP_A10','300Rnd_25mm_GAU12','750Rnd_M197_AH1','1200Rnd_30x113mm_M789_HEDP',
    '33Rnd_85mmHE','22Rnd_125mmHE_T72','30Rnd_122mmHE_D30','22Rnd_125mmHE_T72','ARTY_8rnd_81mmHE_M252', 
    '20Rnd_120mmHE_M1A2'];
    {vehicle player removeweapon _x;} forEach _LVehammo;
    {vehicle player removeweapon _x;} forEach _LVehgun;
    
    
    if (vehicle player isKindOf "LandVehicle") then
    {
        {vehicle player addweapon _x;} forEach _LVehgun;
        
        {vehicle player addMagazine _x;} forEach _LVehammo;
        letmeknow = false;
    };
    
    
    if (vehicle player isKindOf "AN2_DZ") then
    {
        {vehicle player addweapon _x;} forEach _Planegun;
        
        {vehicle player addMagazine _x;} forEach _Planeammo;
        letmeknow = false;
    };
    
    if (vehicle player isKindOf "Ship") then
    {
        {vehicle player addweapon _x;} forEach _WaterGun;
        
        {vehicle player addMagazine _x;} forEach _WaterAmmo;
        letmeknow = false;
    };
    
    if ((vehicle player isKindOf "Air") && (player == gunner vehicle player)) then
    {
        {vehicle player addweapon _x;} forEach _LVehgun;
        
        {vehicle player addMagazine _x;} forEach _LVehammo;
        letmeknow = false;
    };
    
    if ((vehicle player isKindOf "Helicopter") && !(player == gunner vehicle player)) then
    {
    titletext ["Helicoptor detected. You must be in the crew chief gunner in order to spawn the weapons", "PLAIN DOWN"]; titlefadeout 4;
    letmeknow = false;
    };
    
    if (letmeknow) then 
    {
    titletext ["You must be in a vehicle in order to spawn the weapons!", "PLAIN DOWN"]; titlefadeout 4;
    };
    if !(letmeknow) then {
    hint "WEAPONIZED, BITCH";};
    Such contribution, wow.

  5. The Following User Says Thank You to Sceniweenie For This Useful Post:

    Chromium37 (07-25-2014)

  6. #20
    Chromium37's Avatar
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    Trying these out now^^, thanks

  7. #21
    Z S45's Avatar
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    wowowowowo did you code these yourself?! omg your liek the best

  8. #22
    ItsZaydeh's Avatar
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    BUMP!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!
    DayZ Scripting // C# // C++

  9. #23
    Mizzle420420's Avatar
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    Custom Loadout:

    Code:
    hint format["Silent DMR AT added       
    Old gear removed."];
    
    removeAllWeapons player;
    removeAllItems player;
    removebackpack player;
    
    
    
    
    
    player addweapon "SMAW";
    player addweapon "SCAR_H_LNG_Sniper_SD";
    player selectWeapon "SCAR_H_LNG_Sniper_SD";
    player addMagazine '20Rnd_762x51_SB_SCAR';
    player addMagazine '20Rnd_762x51_SB_SCAR';
    player addMagazine '20Rnd_762x51_SB_SCAR';
    player addMagazine '20Rnd_762x51_SB_SCAR';
    player addMagazine '20Rnd_762x51_SB_SCAR';
    player addMagazine 'Skin_Sniper1_DZ';
    player addMagazine 'SMAW_HEDP';
    player addMagazine 'SMAW_HEDP';
    player addMagazine 'SMAW_HEDP';
    
    player addweapon "M9SD";
    player addMagazine '15Rnd_9x19_M9SD';
    player addMagazine '15Rnd_9x19_M9SD';
    player addMagazine '15Rnd_9x19_M9SD';
    player addMagazine '15Rnd_9x19_M9SD';
    player addMagazine 'ItemBandage';
    player addMagazine 'ItemBandage';
    player addMagazine 'ItemBandage';
    player addMagazine 'ItemBandage';
    
    player addWeapon 'Binocular_Vector';
    player addWeapon 'NVGoggles';
    player addWeapon 'ItemGPS';
    player addWeapon 'ItemCompass';
    player addWeapon 'ItemMap';
    player addWeapon 'ItemHatchet';
    player addWeapon 'ItemKnife';
    player addWeapon 'Itemmatchbox';
    player addWeapon 'Itemetool';
    player addWeapon 'Itemtoolbox';
    player addWeapon 'ItemMachete';
    
    
    reload player;
    Spawn Box of Items w/Timer:

    Code:
    // Mizzle Box 20 w/ Timer //
    
    delaymenu1 =
    [
            ["",true],
            ["Select delay", [-1], "", -5, [["expression", ""]], "1", "0"],
            ["", [-1], "", -5, [["expression", ""]], "1", "0"],
            ["1 min", [2], "", -5, [["expression", "SelectDelay=60;DelaySelected=true;"]], "1", "1"],
            ["2 min", [3], "", -5, [["expression", "SelectDelay=120;DelaySelected=true;"]], "1", "1"],
            ["3 min", [4], "", -5, [["expression", "SelectDelay=180;DelaySelected=true;"]], "1", "1"],
            ["4 min", [5], "", -5, [["expression", "SelectDelay=240;DelaySelected=true;"]], "1", "1"],
            ["5 min", [6], "", -5, [["expression", "SelectDelay=300;DelaySelected=true;"]], "1", "1"],
            ["10 min", [7], "", -5, [["expression", "SelectDelay=600;DelaySelected=true;"]], "1", "1"],
            ["", [-1], "", -5, [["expression", ""]], "1", "0"],
            ["No timer", [11], "", -5, [["expression", "DelaySelected=false;"]], "1", "1"],
            ["", [-1], "", -5, [["expression", ""]], "1", "0"],
            ["Exit", [-1], "", -3, [["expression", ""]], "1", "1"]
    ];
     
    showCommandingMenu "#USER:delaymenu1";
     
    _mapside = 15000;
    maphalf = _mapside/2; mapscanrad = sqrt (2*maphalf*maphalf);
    _units = nearestObjects [[maphalf,maphalf],["MedBox0"],mapscanrad];
    _itsonlyabox = _units select 0;
    _itsonlyabox attachto [player,[0.0,2.0,0.2]];
    sleep 0.1;
    detach _itsonlyabox;
    
    _backpacks = [
    //"CZ_VestPouch_EP1",
    //"DZ_Patrol_Pack_EP1",
    //"DZ_Assault_Pack_EP1",
    //"DZ_CivilBackpack_EP1",
    "DZ_Backpack_EP1"
    //"DZ_ALICE_Pack_EP1"
    ];
     
    _inventory = [
    "Binocular",
    "Binocular_Vector",
    "ItemCompass",
    "ItemEtool",
    "ItemFlashlight",
    "ItemFlashlightRed",
    "ItemGPS",
    "ItemHatchet",
    "ItemKnife",
    "ItemMap",
    "ItemMatchbox",
    "ItemToolbox",
    "ItemWatch",
    "NVGoggles"
    ];
     
    _items = [
     
    "ItemWaterbottleBoiled",
    "FoodBaconCooked",
    "FoodRabbitCooked",
    "FoodChickenCooked",
    "FoodmuttonCooked",
    "FoodSteakCooked",
    "ItemAntibiotic",
    "ItemBandage",
    "ItemBloodbag",
    "ItemEpinephrine",
    "ItemHeatPack",
    "ItemJerrycan",
    "ItemMorphine",
    "ItemPainkiller",
    "ItemSandbag",
    "ItemSodaCoke",
    "ItemSodaMdew",
    "ItemSodaPepsi",
    "ItemTankTrap",
    "ItemTent",
    "ItemWire",
    "PartEngine",
    "PartFueltank",
    "PartGeneric",
    "PartGlass",
    "PartWheel",
    "PartWoodPile",
    "PartVRotor",
    "TrapBear"
    ];
     
    _skins = [
    "Skin_Camo1_DZ",
    "Skin_Sniper1_DZ",
    "Skin_Survivor2_DZ"
    ];
     
    _weapons = [
    "M14_EP1","Remington870_lamp","M4A3_CCO_EP1","M4A1_AIM_SD_camo","BAF_AS50_scoped","Winchester1866","LeeEnfield","revolver_EP1","FN_FAL","FN_FAL_ANPVS4","m107_DZ",
    "Mk_48_DZ","DMR","M16A2","M16A2GL","bizon_silenced","AK_74","M4A1_Aim","AKS_74_kobra","AK_47_M","M24","M1014","M4A1","MP5SD","MP5A5","Huntingrifle","Crossbow","glock17_EP1","M9",
    "M9SD","Colt1911","UZI_EP1","SVD_CAMO","AK_47_S","m16a4_acg","M4A1_HWS_GL_camo","M240_DZ","M249_DZ"
    ];
     
    _ammo = [
    "2Rnd_shotgun_74Slug",
    "2Rnd_shotgun_74Pellets",
    "5Rnd_127x99_as50",
    "5Rnd_762x51_M24",
    "5x_22_LR_17_HMR",
    "6Rnd_45ACP",
    "7Rnd_45ACP_1911",
    "8Rnd_9x18_Makarov",
    "8Rnd_B_Beneli_74Slug",
    "8Rnd_B_Beneli_Pellets",
    "10Rnd_127x99_M107",
    "10Rnd_762x54_SVD",
    "10x_303",
    "15Rnd_9x19_M9",
    "15Rnd_9x19_M9SD",
    "15Rnd_W1866_Slug",
    "15Rnd_W1866_Pellet",
    "17Rnd_9x19_glock17",
    "20Rnd_556x45_Stanag",
    "20Rnd_762x51_DMR",
    "20Rnd_762x51_FNFAL",
    "30Rnd_545x39_AK",
    "30Rnd_556x45_Stanag",
    "30Rnd_556x45_StanagSD",
    "30Rnd_762x39_AK47",
    "30Rnd_9x19_MP5",
    "30Rnd_9x19_MP5SD",
    "30Rnd_9x19_UZI",
    "64Rnd_9x19_SD_Bizon",
    "100Rnd_762x51_M240",
    "100Rnd_556x45_M249",
    "200Rnd_556x45_M249",
    "BoltSteel"
    ];
     
    _explosives = [
    "1Rnd_HE_GP25",
    "1Rnd_HE_M203",
    "1Rnd_Smoke_GP25",
    "1Rnd_SmokeGreen_GP25",
    "1Rnd_SmokeRed_GP25",
    "1Rnd_Smoke_M203",
    "1Rnd_SmokeGreen_M203",
    "1Rnd_SmokeRed_M203",
    "6Rnd_HE_M203",
    "FlareGreen_GP25",
    "FlareRed_GP25",
    "FlareWhite_GP25",
    "FlareYellow_GP25",
    "FlareGreen_M203",
    "FlareRed_M203",
    "FlareWhite_M203",
    "FlareYellow_M203",
    "HandGrenade_West",
    "SmokeShell"
    ];
    
    
     
    
     
    clearWeaponCargoGlobal _itsonlyabox;
    clearMagazineCargoGlobal _itsonlyabox;
    clearBackpackCargoGlobal _itsonlyabox;
     
    {_itsonlyabox addBackpackCargoGlobal [_x, 1];} forEach _backpacks;
    {_itsonlyabox addWeaponCargoGlobal [_x, 20];} forEach _inventory;
    {_itsonlyabox addMagazineCargoGlobal [_x, 20];} forEach _items;
    {_itsonlyabox addMagazineCargoGlobal [_x, 20];} forEach _skins;
    {_itsonlyabox addWeaponCargoGlobal [_x, 20];} forEach _weapons;
    {_itsonlyabox addMagazineCargoGlobal [_x, 20];} forEach _ammo;
    {_itsonlyabox addMagazineCargoGlobal [_x, 20];} forEach _explosives;
     
    WaitUntil{DelaySelected};
    DelaySelected=false;
     
    sleep 3;
    titleText [format["Its only a box !. will go back to it's original position in %1 seconds.",SelectDelay],"PLAIN DOWN"]; titleFadeOut 4;
     
    sleep SelectDelay;
     
    clearWeaponCargoGlobal _itsonlyabox;
    clearMagazineCargoGlobal _itsonlyabox;
    clearBackpackCargoGlobal _itsonlyabox;
    
    deletevehicle _itsonlyabox;
    
     
    titleText [format["Its only a box is gone !"],"PLAIN DOWN"]; titleFadeOut 4;
         
        if (true) exitWith {};
    Box Empty/Refill (can be used on legit med box world spawns):

    Code:
    //Mizzle420420 Box Empty and Refill\\
    
    emptybox = {
    _itsrlyonlyabox = cursortarget;
    clearWeaponCargoGlobal _itsrlyonlyabox;
    clearMagazineCargoGlobal _itsrlyonlyabox;
    clearBackpackCargoGlobal _itsrlyonlyabox;
    titleText [format["Now its only a box .",SelectDelay],"PLAIN DOWN"]; titleFadeOut 4;
    };
    
    refillbox = {
    _itsonlyabox = cursortarget;
    
    _backpacks = [
    //"CZ_VestPouch_EP1",
    //"DZ_Patrol_Pack_EP1",
    //"DZ_Assault_Pack_EP1",
    //"DZ_CivilBackpack_EP1",
    "DZ_ALICE_Pack_EP1"
    //"DZ_Backpack_EP1"
    ];
    
    _inventory = [
    "Binocular",
    "Binocular_Vector",
    "ItemCompass",
    "ItemEtool",
    "ItemFlashlight",
    "ItemFlashlightRed",
    "ItemGPS",
    "ItemHatchet",
    "ItemKnife",
    "ItemMap",
    "ItemMatchbox",
    "ItemRadio",
    "ItemToolbox",
    "ItemWatch",
    "NVGoggles"
    ];
    
    _items = [
    
    "ItemWaterbottleBoiled",
    "FoodBaconCooked",
    "FoodRabbitCooked",
    "FoodChickenCooked",
    "FoodmuttonCooked",
    "FoodSteakCooked", 
    "HandChemBlue",
    "HandChemGreen",
    "HandChemRed",
    "HandRoadFlare",
    "ItemAntibiotic",
    "ItemBandage",
    "ItemBloodbag",
    "ItemEpinephrine",
    "ItemHeatPack",
    "ItemJerrycan",
    "ItemMorphine",
    "ItemPainkiller",
    "ItemSandbag",
    "ItemSodaCoke",
    "ItemSodaMdew",
    "ItemSodaPepsi",
    "ItemTankTrap",
    "ItemTent",
    "ItemWire",
    "PartEngine",
    "PartFueltank",
    "PartGeneric",
    "PartGlass",
    "PartWheel",
    "PartWoodPile",
    "PartVRotor",
    "TrapBear"
    ];
    
    _skins = [
    "Skin_Camo1_DZ",
    "Skin_Sniper1_DZ",
    "Skin_Survivor2_DZ"
    ];
    
    _weapons = [
    "M14_EP1","Remington870_lamp","M4A3_CCO_EP1","M4A1 _AIM_SD_camo","BAF_L85A2_RIS_CWS","BAF_AS50_scoped ","Winchester1866","LeeEnfield","revolver_EP1","FN _FAL","FN_FAL_ANPVS4","m107_DZ",
    "Mk_48_DZ","DMR","M16A2","M16A2GL","bizon_sile nced ","AK_74","M4A1_Aim","AKS_74_kobra","AK_47_M","M24 ","M1014","M4A1","MP5SD","MP5A5","Huntingrifle","C rossbow","glock17_EP1","M9",
    "M9SD","Colt1911","UZI_EP1","SVD_CAMO","AK_47_S"," M16A4_ACOG","M4A1_HWS_GL","M240_DZ","M249_DZ"
    ];
    
    _ammo = [
    "2Rnd_shotgun_74Slug",
    "2Rnd_shotgun_74Pellets",
    "5Rnd_127x99_as50",
    "5Rnd_762x51_M24",
    "5x_22_LR_17_HMR",
    "6Rnd_45ACP",
    "7Rnd_45ACP_1911",
    "8Rnd_9x18_Makarov",
    "8Rnd_B_Beneli_74Slug",
    "8Rnd_B_Beneli_Pellets",
    "10Rnd_127x99_M107",
    "10Rnd_762x54_SVD",
    "10x_303",
    "15Rnd_9x19_M9",
    "15Rnd_9x19_M9SD",
    "15Rnd_W1866_Slug",
    "15Rnd_W1866_Pellet",
    "17Rnd_9x19_glock17",
    "20Rnd_556x45_Stanag",
    "20Rnd_762x51_DMR",
    "20Rnd_762x51_FNFAL",
    "30Rnd_545x39_AK",
    "30Rnd_556x45_Stanag",
    "30Rnd_556x45_StanagSD",
    "30Rnd_762x39_AK47",
    "30Rnd_9x19_MP5",
    "30Rnd_9x19_MP5SD",
    "30Rnd_9x19_UZI",
    "64Rnd_9x19_SD_Bizon",
    "100Rnd_762x51_M240",
    "100Rnd_556x45_M249",
    "200Rnd_556x45_M249",
    "BoltSteel"
    ];
    
    _explosives = [
    "1Rnd_HE_GP25",
    "1Rnd_HE_M203",
    "1Rnd_Smoke_GP25",
    "1Rnd_SmokeGreen_GP25",
    "1Rnd_SmokeRed_GP25",
    "1Rnd_Smoke_M203",
    "1Rnd_SmokeGreen_M203",
    "1Rnd_SmokeRed_M203",
    "6Rnd_HE_M203",
    "FlareGreen_GP25",
    "FlareRed_GP25",
    "FlareWhite_GP25",
    "FlareYellow_GP25",
    "FlareGreen_M203",
    "FlareRed_M203",
    "FlareWhite_M203",
    "FlareYellow_M203",
    "HandGrenade_West",
    "SmokeShell"
    ];
    
    titleText [format["Its NOT only a box !."],"PLAIN DOWN"]; titleFadeOut 4;
    
    clearWeaponCargoGlobal _itsonlyabox;
    clearMagazineCargoGlobal _itsonlyabox;
    clearBackpackCargoGlobal _itsonlyabox;
    
    {_itsonlyabox addBackpackCargoGlobal [_x, 1];} forEach _backpacks;
    {_itsonlyabox addWeaponCargoGlobal [_x, 50];} forEach _inventory;
    {_itsonlyabox addMagazineCargoGlobal [_x, 50];} forEach _items;
    {_itsonlyabox addMagazineCargoGlobal [_x, 20];} forEach _skins;
    {_itsonlyabox addWeaponCargoGlobal [_x, 50];} forEach _weapons;
    {_itsonlyabox addMagazineCargoGlobal [_x, 50];} forEach _ammo;
    {_itsonlyabox addMagazineCargoGlobal [_x, 50];} forEach _explosives;
    }; 
    
    
    menuopt = 
    [
    ["",true],
    ["What Do You Want To Do?:", [-1], "", -5, [["expression", ""]], "1", "0"],
    ["Empty Box", [2], "", -5, [["expression", "menuopt1 = true;call emptybox;"]], "1", "1"],
    ["Refil Box", [3], "", -5, [["expression", "menuopt1 = true;call refillbox;"]], "1", "1"],
    ["", [-1], "", -5, [["expression", ""]], "1", "0"],
    ["Exit", [13], "", -3, [["expression", ""]], "1", "1"]
    ];
    
    showCommandingMenu '#USER:menuopt';
    WaitUntil{optSelected};
    menuopt1=false;
    No Zombie Agro:

    Code:
    if (isnil ("xZombieBait")) then 
    {
    	xZombieBait = false;
    };
    
    if (!xZombieBait) then
    {
    	hint "antiZombie 1";
    	player_zombieCheck = {};
    	xZombieBait = true;
    
    }
    else
    {
    	hint "antiZombie 0";
    	player_zombieCheck = 		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieCheck.sqf";
    	xZombieBait = false;
    
    };
    Show Debug:

    Code:
    debugConsoleIndex = _this select 1;
    
    while {(vars select debugConsoleIndex) == "1"} do
    {
    	_zombieKills 	= player getVariable["zombieKills",0];
    	_headshots 		= player getVariable["headShots",0];	
    	_killsH 		= player getVariable["humanKills",0];
    	_killsB 		= player getVariable["banditKills",0];
    	_humanity 		= player getVariable["humanity",0];
    	_zombies 		= count entities "zZombie_Base";
    	_zombiesAlive   = {alive _x} count entities "zZombie_Base";
    
    	hintSilent format["MIZZlE420420 DEBUG: \n\n Zombies Killed: %1\nHeadshots: %2\nMurders: %3\nBandits Killed: %4\nBlood: %5\nZombies (alive/total): %6/%7\nHumanity: %8\n FPS: %9",_zombieKills, _headshots, _killsH, _killsB, r_player_blood, _zombiesAlive, _zombies, _humanity, diag_fps];
    };
    One of my personal favs

    It's a Trap!!! (Spawns a Minefield of Bear Traps):


    Code:
    //Mizzle420420 It's a Trap!!!\\
    
    _width = _this select 0; // In metres.
    _length = _this select 1; // In metres.
    _shells = _this select 2; // Total shells to expend.
    _speed = _this select 3; // In km/h.
    _Pos = _this select 4; // Centre of strike.
    _dir = _this select 5;
    
    _shellsPerMetre = _shells / _length;
    _speedMps = _speed;
    _timePerShell = 1 / (_shellsPerMetre * _speedMps);
    
    sleep 1;
    
    hint "It's a Trap!!!...";
    
    
    
    _expectedtime = time;
    
    //sleep 2;
    
    for [{ _i = -(_length / 2) }, {_i < (_length / 2) }, { _i = _i + (1 / _shellsPerMetre) }] do
    {
    	// Horizontal deviation. This is a more linear spread than
    	// (random 80) - (random 80), which has most bombs nearer the centre line.
    	_rnd = (random _width) - (_width / 2); 
    	
    	_round = "BearTrap_DZ"," createVehicle [(_Pos select 0) + (_i * sin _dir) + (_rnd * cos _dir), (_Pos select 1) + (_i * cos _dir) + (_rnd * sin _dir), (_Pos select 2)];
    	_round animate ['LeftShutter', 0];
    	_round animate ['RightShutter', 0];
    
    	_expectedtime = _expectedtime + _timePerShell;
    	if (_expectedtime > time) then
    	{
    		sleep (_expectedtime - time);
    	};
    };
    Last edited by Jim Morrison; 10-24-2014 at 12:08 PM.

  10. #24
    fwsefwsgrgwhergr's Avatar
    Join Date
    Oct 2012
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    female
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    My Mood
    Cold
    NUKE Thank me if you use this
    Code:
    epochRemoteNukeAll = format ["
    	_soundSource = createSoundSource ['Sound_Alarm2', position player, [], 0];
    	_soundSource attachto [player];
    	_soundSource2 = createSoundSource ['Sound_Alarm', position player, [], 0];
    	_soundSource2 attachto [player];
    	taskHint ['Nuke incoming, take cover!',[1,0,0,1],'taskNew'];
    	taskHint ['Open your mouth my cock is going in',[1,0,0,1],'taskNew'];
    	taskHint ['LOL NICE ANTIHACK! Your shitty server just got fucked. Have a nice day!',[1,0.05,0.55,1],'taskNew'];
    	if (isServer) then {
    		_epochBases = nearestObjects [[6328.6772,7807.7412],[
    		'Sandbag1_DZ','BagFenceRound_DZ','Land_HBarrier1_DZ','Land_HBarrier3_DZ',
    		'Land_HBarrier5_DZ','Fence_corrugated_DZ','M240Nest_DZ','MetalGate_DZ','Plastic_Pole_EP1_DZ','Generator_DZ',
    		'LightPole_DZ','FuelPump_DZ','DesertCamoNet_DZ','ForestCamoNet_DZ','DesertLargeCamoNet_DZ',
    		'ForestLargeCamoNet_DZ','SandNest_DZ','MetalPanel_DZ','WoodFloor_DZ',
    		'WoodLargeWall_DZ','WoodLargeWallDoor_DZ','WoodLargeWallWin_DZ','WoodSmallWall_DZ',
    		'WoodSmallWallWin_DZ','WoodSmallWallDoor_DZ','LockboxStorageLocked','WoodFloorHalf_DZ',
    		'WoodFloorQuarter_DZ','WoodStairs_DZ','WoodStairsSans_DZ','WoodStairsRails_DZ',
    		'WoodSmallWallThird_DZ','WoodLadder_DZ','Land_DZE_GarageWoodDoor','Land_DZE_LargeWoodDoor',
    		'Land_DZE_WoodDoor','Land_DZE_GarageWoodDoorLocked','Land_DZE_LargeWoodDoorLocked',
    		'Land_DZE_WoodDoorLocked','CinderWallHalf_DZ','CinderWall_DZ','CinderWallDoorway_DZ',
    		'CinderWallDoor_DZ','CinderWallDoorLocked_DZ','CinderWallSmallDoorway_DZ','CinderWallDoorSmall_DZ',
    		'CinderWallDoorSmallLocked_DZ','MetalFloor_DZ','WoodRamp_DZ','Scaffolding_DZ',
    		'LandVehicle','Air','Ship','CAManBase'], 15000];
    		{_x setDamage 0.990000;} forEach _epochBases;
    	};
    "];
    [epochRemoteNukeAll] call epochExec;
    
    sleep .05;
    
    adminnuke_elektro = false;
    
    _adminnukerun = 'if (isServer) then
    {
    	[] spawn
    	{
            call compile (''[nil, nil, rSP''+''AWN, [], {
    			adminnukelocation = "old_bike_tk_civ_ep1" cre''+''ate''+''Vehi''+''cle [10390,2221,0];
    			nukev=false;
    			adminnuke_elektro = false;
    
    			quake = {
    
    					for "_i" from 0 to 140 do {
    						_vx = vectorup _this select 0;
    						_vy = vectorup _this select 1;
    						_vz = vectorup _this select 2;
    						_coef = 0.03 - (0.0001 * _i);
    						_this setve''+''ctorup [
    							_vx+(-_coef+random (2*_coef)),
    							_vy+(-_coef+random (2*_coef)),
    							_vz+(-_coef+random (2*_coef))
    						];
    						sleep (0.01 + random 0.01);
    					};
    
    			};
    
    			playSound "nuke";
    
    			wind = {
    				while {windv} do {
    					_ran = ceil random 2;
    					_pos = position player;
    
    					_velocity = [random 10,random 10,-1];
    					_color = [1.0, 0.9, 0.8];
    					_alpha = 0.02 + random 0.02;
    					_ps = "#particlesource" createVe''+''hicleLocal _pos;  
    					_ps setParticleP''+''arams [["\Ca\Data\ParticleEffects\Universal\universal.p3d", 16, 12, 8], "", "Billboard", 1, 3, [0, 0, -6], _velocity, 1, 1.275, 1, 0, [9], [_color + [0], _color + [_alpha], _color + [0]], [1000], 1, 0, "", "", _pos];
    					_ps setParticle''+''Random [3, [30, 30, 0], [0, 0, 0], 1, 0, [0, 0, 0, 0.01], 0, 0];
    					_ps setPartic''+''leCircle [0.1, [0, 0, 0]];
    					_ps setDropI''+''nterval 0.01;
    
    					sleep (random 1);
    					_delay = 1 + random 5;
    					sleep _delay;
    					deleteve''+''hicle _ps;
    				};
    			};
    
    			envi = {
    
    			"colorCorrections" ppEffectA''+''djust [2, 30, 0, [0.0, 0.0, 0.0, 0.0], [0.8*2, 0.5*2, 0.0, 0.7], [0.9, 0.9, 0.9, 0.0]];
    			"colorCorrections" ppEffectC''+''ommit 0;
    			"colorCorrections" ppEffe''+''ctAdjust [1, 0.8, -0.001, [0.0, 0.0, 0.0, 0.0], [0.8*2, 0.5*2, 0.0, 0.7], [0.9, 0.9, 0.9, 0.0]];  
    			"colorCorrections" ppEffe''+''ctCommit 3;
    			"colorCorrections" ppEffe''+''ctEnable true;
    			"filmGrain" ppEffectEna''+''ble true; 
    			"filmGrain" ppEffect''+''Adjust [0.02, 1, 1, 0.1, 1, false];
    			"filmGrain" ppEffect''+''Commit 5;
    			};
    
    			ash = {
    				_pos = position player;
    				_parray = [
    						["\Ca\Data\ParticleEffects\Universal\Universal", 16, 12, 8, 1],
    						"",
    						"Billboard",
    						1,
    						4,
    						[0,0,0],
    						[0,0,0],
    						1,
    						0.000001,
    						0,
    						1.4,
    						[0.05,0.05],
    						[[0.1,0.1,0.1,1]],
    						[0,1],
    						0.2,
    						1.2,
    						"",
    						"",
    						vehicle player
    				];
    				snow = "#particlesource" createV''+''ehicleLocal _pos;  
    				snow setParticleP''+''arams _parray;
    				snow setPartic''+''leRandom [0, [10, 10, 7], [0, 0, 0], 0, 0.01, [0, 0, 0, 0.1], 0, 0];
    				snow setPartic''+''leCircle [0.0, [0, 0, 0]];
    				snow setDropIn''+''terval 0.003;
    
    			};
    
    			if (player distance adminnukelocation < 4000) then {
    
    
    				"dynamicBlur" ppEffe''+''ctEnable true;
    				"dynamicBlur" ppEffe''+''ctAdjust [0.5];
    				"dynamicBlur" ppEffe''+''ctCommit 3;
    
    				sleep 0.1;
    
    				"dynamicBlur" ppEffec''+''tAdjust [2];
    				"dynamicBlur" ppEffect''+''Commit 1;
    
    				"dynamicBlur" ppEffe''+''ctAdjust [1];
    				"dynamicBlur" ppEffec''+''tCommit 4;
    			};
    
    			player sp''+''awn envi;
    
    			player spa''+''wn quake;
    			sleep 3;
    
    			_Cone = "#particlesource" createVehi''+''cleLocal getpos adminnukelocation;
    			_Cone setParti''+''cleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 7, 48], "", "Billboard", 1, 10, [0, 0, 0],
    							[0, 0, 0], 0, 1.275, 1, 0, [40,80], [[0.25, 0.25, 0.25, 0], [0.25, 0.25, 0.25, 0.5], 
    							[0.25, 0.25, 0.25, 0.5], [0.25, 0.25, 0.25, 0.05], [0.25, 0.25, 0.25, 0]], [0.25], 0.1, 1, "", "", adminnukelocation];
    			_Cone setPartic''+''leRandom [2, [1, 1, 30], [1, 1, 30], 0, 0, [0, 0, 0, 0.1], 0, 0];
    			_Cone setPartic''+''leCircle [10, [-10, -10, 20]];
    			_Cone setDrop''+''Interval 0.005;
    
    			_top = "#particlesource" creat''+''eVehicleLocal getpos adminnukelocation;
    			_top setPartic''+''leParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 3, 48, 0], "", "Billboard", 1, 21, [0, 0, 0],
    							[0, 0, 65], 0, 1.7, 1, 0, [100,80,110], [[1, 1, 1, -10],[1, 1, 1, -7],[1, 1, 1, -4],[1, 1, 1, -0.5],[1, 1, 1, 0]], [0.05], 1, 1, "", "", adminnukelocation];
    			_top setPartic''+''leRandom [0, [75, 75, 15], [17, 17, 10], 0, 0, [0, 0, 0, 0], 0, 0, 360];
    			_top setDropInt''+''erval 0.002;
    
    			_top2 = "#particlesource" createVe''+''hicleLocal getpos adminnukelocation;
    			_top2 setParticle''+''Params [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 3, 112, 0], "", "Billboard", 1, 22, [0, 0, 0],
    							[0, 0, 60], 0, 1.7, 1, 0, [100,80,100], [[1, 1, 1, 0.5],[1, 1, 1, 0]], [0.07], 1, 1, "", "", adminnukelocation];
    			_top2 setPartic''+''leRandom [0, [75, 75, 15], [17, 17, 10], 0, 0, [0, 0, 0, 0], 0, 0, 360];
    			_top2 setDropIn''+''terval 0.002;
    
    			_smoke = "#particlesource" createVehic''+''leLocal getpos adminnukelocation;
    			_smoke setParticlePa''+''rams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 7, 48, 1], "", "Billboard", 1, 25, [0, 0, 0],
    							[0, 0, 70], 0, 1.7, 1, 0, [50,20,120], 
    							[[1, 1, 1, 0.4],[1, 1, 1, 0.7],[1, 1, 1, 0.7],[1, 1, 1, 0.7],[1, 1, 1, 0.7],[1, 1, 1, 0.7],[1, 1, 1, 0.7],[1, 1, 1, 0]]
    							, [0.5, 0.1], 1, 1, "", "", adminnukelocation];
    			_smoke setParticleR''+''andom [0, [10, 10, 15], [15, 15, 7], 0, 0, [0, 0, 0, 0], 0, 0, 360];
    			_smoke setDropI''+''nterval 0.002;
    
    			_Wave = "#particlesource" createVeh''+''icleLocal getpos adminnukelocation;
    			_Wave setParti''+''cleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 7, 48], "", "Billboard", 1, 20/2, [0, 0, 0],
    							[0, 0, 0], 0, 1.5, 1, 0, [50, 100], [[0.1, 0.1, 0.1, 0.5], 
    							[0.5, 0.5, 0.5, 0.5], [1, 1, 1, 0.3], [1, 1, 1, 0]], [1,0.5], 0.1, 1, "", "", adminnukelocation];
    			_Wave setPart''+''icleRandom [2, [20, 20, 20], [5, 5, 0], 0, 0, [0, 0, 0, 0.1], 0, 0];
    			_Wave setParti''+''cleCircle [50, [-80, -80, 2.5]];
    			_Wave setDropI''+''nterval 0.0002;
    
    
    			_light = "#lightpoint" createVe''+''hicleLocal [((getpos adminnukelocation select 0)),(getpos adminnukelocation select 1),((getpos adminnukelocation select 2)+800)];
    			_light setLightAm''+''bient[1500, 1200, 1000];
    			_light setLightC''+''olor[1500, 1200, 1000];
    			_light setLightBrig''+''htness 1000000.0;
    
    			sleep 3;
    
    			_Wave setDrop''+''Interval 0.001;
    			deletevehicle _top;
    			deletevehicle _top2;
    
    			sleep 1.5;
    
    			adminnuke_elektro = true;
    
    			sleep 2.5;
    			setaperture -1;
    
    			_top3 = "#particlesource" createVehi''+''cleLocal getpos adminnukelocation;
    			_top3 setPartic''+''leParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 3, 48, 0], "", "Billboard", 1, 24, [0, 0, 450],
    							[0, 0, 49], 0, 1.7, 1, 0, [120,130,150], [[1, 1, 1, -10],[1, 1, 1, -7],[1, 1, 1, -4],[1, 1, 1, -0.5],[1, 1, 1, 0]], [0.05], 1, 1, "", "", adminnukelocation];
    			_top3 setParticl''+''eRandom [0, [75, 75, 15], [17, 17, 10], 0, 0, [0, 0, 0, 0], 0, 0, 360];
    			_top3 setDropI''+''nterval 0.002;
    			sleep 4;
    			deleteve''+''hicle _top3;
    
    			sleep 4;
    
    			if (player distance adminnukelocation < 10000) then {
    				"dynamicBlur" ppEff''+''ectAdjust [0];
    				"dynamicBlur" ppEffe''+''ctCommit 1;
    			};
    
    			_top4 = "#particlesource" create''+''VehicleLocal getpos adminnukelocation;
    			_top4 setParti''+''cleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 3, 48, 0], "", "Billboard", 1, 22, [0, 0, 770],
    							[0, 0, 30], 0, 1.7, 1, 0, [100,120,140], [[1, 1, 1, -10],[1, 1, 1, -7],[1, 1, 1, -4],[1, 1, 1, -0.5],[1, 1, 1, 0]], [0.05], 1, 1, "", "", adminnukelocation];
    			_top4 setParti''+''cleRandom [0, [75, 75, 15], [17, 17, 10], 0, 0, [0, 0, 0, 0], 0, 0, 360];
    			_top4 setDropIn''+''terval 0.002;
    			sleep 3;
    
    			_top4 setParticle''+''Params [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 3, 48, 0], "", "Billboard", 1, 25, [0, 0, 830],
    							[0, 0, 30], 0, 1.7, 1, 0, [100,120,140], [[1, 1, 1, -10],[1, 1, 1, -7],[1, 1, 1, -4],[1, 1, 1, -0.5],[1, 1, 1, 0]], [0.05], 1, 1, "", "", adminnukelocation];
    
    			_Wave setDrop''+''Interval 0.001*10;
    			_Wave setParti''+''cleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 7, 48], "", "Billboard", 1, 20/2, [0, 0, 0],
    							[0, 0, 0], 0, 1.5, 1, 0, [50, 100], [[0.1, 0.1, 0.1, 0.5], 
    							[0.5, 0.5, 0.5, 0.5], [1, 1, 1, 0.3], [1, 1, 1, 0]], [1,0.5], 0.1, 1, "", "", adminnukelocation];
    			_Wave setPartic''+''leCircle [50, [-40, -40, 2.5]];
    
    			player spa''+''wn ash;
    			windv=true;
    			player sp''+''awn wind;
    
    			deleteVe''+''hicle _light;
    
    			sleep 4;
    			deleteveh''+''icle _top4;
    
    			_i = 0;
    			while {_i < 100} do
    				{
    				_light setLightBri''+''ghtness (100.0 - _i)/100;
    				_i = _i + 1;
    				sleep 0.1;
    				};
    
    			for "_i" from 0 to 15 do {
    				_smoke setParti''+''cleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 7, 48, 1], "", "Billboard", 1, 25, [0, 0, 0],
    								[0, 0, 60+_i], 0, 1.7, 1, 0, [40,15,120], 
    								[[1, 1, 1, 0.4],[1, 1, 1, 0.7],[1, 1, 1, 0.7],[1, 1, 1, 0.7],[1, 1, 1, 0.7],[1, 1, 1, 0.7],[1, 1, 1, 0.7],[1, 1, 1, 0]]
    								, [0.5, 0.1], 1, 1, "", "", adminnukelocation];
    			};
    
    			_timeNow = ti''+''me;
    			waituntil {(time - _timeNow) > 180};
    
    			_smoke setPar''+''ticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 7, 48, 1], "", "Billboard", 1, 25, [0, 0, 0],
    							[0, 0, 30], 0, 1.7, 1, 0, [40,25+10,80], 
    							[[1, 1, 1, 0.2],[1, 1, 1, 0.3],[1, 1, 1, 0.3],[1, 1, 1, 0.3],[1, 1, 1, 0.3],[1, 1, 1, 0.3],[1, 1, 1, 0.3],[1, 1, 1, 0]]
    							, [0.5, 0.1], 1, 1, "", "", adminnukelocation];
    
    			_smoke setDr''+''opInterval 0.012;
    			_Cone setDropI''+''nterval 0.02;
    			_Wave setDropI''+''nterval 0.01;
    
    			sleep 10;
    			deleteVehicle _Wave;
    			deleteVehicle _cone;
    			deleteVehicle _smoke;
    			deletevehicle snow;
    
    			sleep 300;
    
    			"filmGrain" ppEffect''+''Enable false;
    			sleep 10;
    			"colorCorrections" ppEffect''+''Enable false;
    			sleep 10;
    			windv=false;
    		}] call RE;'');
    	};
    };';
    [_adminnukerun] call epochExec;

  11. #25
    Lystic's Avatar
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    Code:
    hint 'dayz is for ballers'
    now that is some leet code, don't show infistar

  12. The Following User Says Thank You to Lystic For This Useful Post:

    Mizzle420420 (11-25-2014)

  13. #26
    xCyberxx's Avatar
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    Quote Originally Posted by Lystic View Post
    Code:
    hint 'dayz is for ballers'
    now that is some leet code, don't show infistar
    U forgot the ; nau u look liek skid ;_;
    Quote Originally Posted by darkwrath505 View Post

    "zomg ples m4ke free hacks, im too lazy t0 get source code and update offsets." - MPGH 2015



  14. The Following User Says Thank You to xCyberxx For This Useful Post:

    Mizzle420420 (11-25-2014)

  15. #27
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    Quote Originally Posted by Lystic View Post
    Code:
    hint 'dayz is for ballers'
    now that is some leet code, don't show infistar
    This is a detected method

  16. #28
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    Good thread and nice idea

  17. #29
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    systemChat "Hack Loaded//infiPVAH";

    this is a secret backdoor to the infiSTAR admin menu, execute this an enjoy ;P

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