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  1. #1
    iLoveGaming1912's Avatar
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    Arma 3 Script Menus

    Hello! I am looking for any detected and undetected scripts that I can use on Arma 3! I have an executor with infi killer so yes it will work! Private message me or post below! Thanks!

  2. #2
    gogogokitty's Avatar
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    Quote Originally Posted by iLoveGaming1912 View Post
    Hello! I am looking for any detected and undetected scripts that I can use on Arma 3! I have an executor with infi killer so yes it will work! Private message me or post below! Thanks!
    well if you can think of something you want i can write up a script for it if youd like
    LEEEEEEROY JEEEEENKINS

  3. #3
    iLoveGaming1912's Avatar
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    Quote Originally Posted by gogogokitty View Post
    well if you can think of something you want i can write up a script for it if youd like
    $$$ or Free?

  4. #4
    gogogokitty's Avatar
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    Quote Originally Posted by iLoveGaming1912 View Post
    $$$ or Free?
    depends on what you are looking for exactly. never really made anything for the use of cheating per say before but can pretty much make anything you can think of
    LEEEEEEROY JEEEEENKINS

  5. #5
    dzinah's Avatar
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    PM Me 20 charac

  6. #6
    gogogokitty's Avatar
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    Quote Originally Posted by dzinah View Post
    PM Me 20 charac
    cant pm you
    LEEEEEEROY JEEEEENKINS

  7. #7
    iLoveGaming1912's Avatar
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    Quote Originally Posted by gogogokitty View Post
    depends on what you are looking for exactly. never really made anything for the use of cheating per say before but can pretty much make anything you can think of
    Pretty much just wanna drop money and spawn shit...

  8. #8
    gogogokitty's Avatar
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    Quote Originally Posted by iLoveGaming1912 View Post
    Pretty much just wanna drop money and spawn shit...
    money is going to depend on the server and the name they have assigned to your player object. ill try to get started on a little gui tonight however its going to be time consuming, already have functions made to grab and sort weapons from the configs so it shouldnt take to long, just need to do the same thing for vehicles/helmets/vests and such. may i ask why you do not want to alter an existing menu

    - - - Updated - - -

    i could try making a sort of universal money drop, can you give me an example of servers you play on? and as for your spawning, is something like this ok which i can setup very quickly(this took about 20 minutes pulling the data from the configs-sorting-removing duplicates and storing to make) or do you want something like an actual gui? works with some custom weapons as well such as NIArms(it would be nice if they set them up the same way as vanilla weapons in their configs -_-)

    MUTE THE AUDIO



    heres the example script
    Code:
    allPistolArray = [];
    allSMGArray = [];
    allRifleArray = [];
    allDmrArray = [];
    allMachineGunArray = [];
    
    _getWeps =
    {
    	_getPistols = "getText (_x >> 'cursor') isEqualTo 'hgun' && getNumber (_x >> 'scope') == 2" configClasses (configFile >> "cfgWeapons");
    	_getSmgs = "getText (_x >> 'cursor') isEqualTo 'smg' && getNumber (_x >> 'scope') == 2" configClasses (configFile >> "cfgWeapons");
    	_getRifles = "getText (_x >> 'baseWeapon') != 'hgun_PDW2000_F' && getText (_x >> 'cursor') isEqualTo 'arifle' && getNumber (_x >> 'scope') == 2" configClasses (configFile >> "cfgWeapons");
    	_getMachineGuns = "getText (_x >> 'cursor') isEqualTo 'mg' && getNumber (_x >> 'scope') == 2" configClasses (configFile >> "cfgWeapons");
    	_getDmrs = "getText (_x >> 'cursor') isEqualTo 'srifle' && getNumber (_x >> 'scope') == 2" configClasses (configFile >> "cfgWeapons");
    
    	_pistolTempListArray = [_getPistols] call _getBaseClass;
    	_smgTempListArray = [_getSmgs] call _getBaseClass;
    	_rifleTempListArray = [_getRifles] call _getBaseClass;
    	_machineGunTempListArray = [_getMachineGuns] call _getBaseClass;
    	_dmrTempListArray = [_getDmrs] call _getBaseClass;
    
    	[_pistolTempListArray, "pistol"] call _removeDuplicates;
    	[_smgTempListArray, "smg"] call _removeDuplicates;
    	[_rifleTempListArray, "rifle"] call _removeDuplicates;
    	[_machineGunTempListArray, "machineGun"] call _removeDuplicates;
    	[_dmrTempListArray, "dmr"] call _removeDuplicates;
    };
    
    _getBaseClass =
    {
    	_weaponArray = (_this select 0);
    	_returnedArray = [];
    
    	{
    		_weaponName = configName (_x);
    		_devName = getText (configFile >> "cfgWeapons" >> _weaponName >> "author");
    		if (_devName == "Bohemia Interactive") then
    		{
    			_wepClass = getText (configFile >> "cfgWeapons" >> _weaponName >> "baseWeapon");
    			if (_wepClass != "") then
    			{
    				_returnedArray pushBackUnique _wepClass;
    			};
    		}
    		else
    		{
    			_returnedArray pushBackUnique _weaponName;
    		};
    	} forEach _weaponArray;
    
    	_returnedArray 
    };
    
    _removeDuplicates =
    {
    	params ["_passedArray", "_weaponType"];
    
    	private ["_cost", "_type"];
    
    	switch (_weaponType) do
    	{
    		case "pistol": 
    		{
    			{
    				_wepName = getText (configFile >> "cfgWeapons" >> _x >> "displayname");
    				_data = [_x, _wepName];
    				allPistolArray pushBack _data;
    			} forEach _passedArray;
    		};
    		case "smg": 
    		{
    			{
    				_wepName = getText (configFile >> "cfgWeapons" >> _x >> "displayname");
    				_data = [_x, _wepName];
    				allSMGArray pushBack _data;
    			} forEach _passedArray;
    		};
    		case "rifle": 
    		{
    			{
    				_wepName = getText (configFile >> "cfgWeapons" >> _x >> "displayname");
    				_data = [_x, _wepName];
    				allRifleArray pushBack _data;
    			} forEach _passedArray;
    		};
    		case "machineGun": 
    		{
    			{
    				_wepName = getText (configFile >> "cfgWeapons" >> _x >> "displayname");
    				_data = [_x, _wepName];
    				allMachineGunArray pushBack _data;
    			} forEach _passedArray;
    		};
    		case "dmr": 
    		{
    			{
    				_wepName = getText (configFile >> "cfgWeapons" >> _x >> "displayname");
    				_data = [_x, _wepName];
    				allDmrArray pushBack _data;
    			} forEach _passedArray;
    		};	
    	};
    };
    
    call _getWeps;
    
    addPistolActions =
    {
    	removeAllActions player;
    	player addAction ["Close", "removeAllActions player;; call openInitMen"];
    	{
    		_className = _x select 0;
    		_weaponName = _x select 1;
    		player addAction [_weaponName,
    		{
    			_weaponClass = (_this select 3) select 0;
    			[player, _weaponClass, 3, 0] call BIS_fnc_addWeapon;
    		}, [_className]];
    	} forEach allPistolArray;
    };
    
    addSMGActions =
    {
    	removeAllActions player;
    	player addAction ["Close", "removeAllActions player;; call openInitMen"];
    	{
    		_className = _x select 0;
    		_weaponName = _x select 1;
    		player addAction [_weaponName,
    		{
    			_weaponClass = (_this select 3) select 0;
    			[player, _weaponClass, 3, 0] call BIS_fnc_addWeapon;
    		}, [_className]];
    	} forEach allSMGArray;
    };
    
    addRifleActions =
    {
    	removeAllActions player;
    	player addAction ["Close", "removeAllActions player;; call openInitMen"];
    	{
    		_className = _x select 0;
    		_weaponName = _x select 1;
    		player addAction [_weaponName,
    		{
    			_weaponClass = (_this select 3) select 0;
    			[player, _weaponClass, 3, 0] call BIS_fnc_addWeapon;
    		}, [_className]];
    	} forEach allRifleArray;
    };
    
    addMGActions =
    {
    	removeAllActions player;
    	player addAction ["Close", "removeAllActions player;; call openInitMen"];
    	{
    		_className = _x select 0;
    		_weaponName = _x select 1;
    		player addAction [_weaponName,
    		{
    			_weaponClass = (_this select 3) select 0;
    			[player, _weaponClass, 3, 0] call BIS_fnc_addWeapon;
    		}, [_className]];
    	} forEach allMachineGunArray;
    };
    
    addDMRActions =
    {
    	removeAllActions player;
    	player addAction ["Close", "removeAllActions player;; call openInitMen"];
    	{
    		_className = _x select 0;
    		_weaponName = _x select 1;
    		player addAction [_weaponName,
    		{
    			_weaponClass = (_this select 3) select 0;
    			[player, _weaponClass, 3, 0] call BIS_fnc_addWeapon;
    		}, [_className]];
    	} forEach allDMRArray;
    };
    
    openWepAct =
    {
    	player addAction ["Weapons",
    	{
    		removeAllActions player;
    		player addAction ["Pistols", "call addPistolActions"];
    		player addAction ["SMGs", "call addSMGActions"];
    		player addAction ["Rifles", "call addRifleActions"];
    		player addAction ["Machine Guns", "call addMGActions"];
    		player addAction ["DMRs", "call addDMRActions"];
    	}];
    };
    
    openInitMen =
    {
    	player addAction ["Open",
    	{
    		removeAllActions player;
    		call openWepAct
    	}];
    };
    
    call openInitMen;
    Last edited by gogogokitty; 06-18-2018 at 12:18 PM.
    LEEEEEEROY JEEEEENKINS

  9. #9
    iLoveGaming1912's Avatar
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    Quote Originally Posted by gogogokitty View Post
    money is going to depend on the server and the name they have assigned to your player object. ill try to get started on a little gui tonight however its going to be time consuming, already have functions made to grab and sort weapons from the configs so it shouldnt take to long, just need to do the same thing for vehicles/helmets/vests and such. may i ask why you do not want to alter an existing menu

    - - - Updated - - -

    i could try making a sort of universal money drop, can you give me an example of servers you play on? and as for your spawning, is something like this ok which i can setup very quickly(this took about 20 minutes pulling the data from the configs-sorting-removing duplicates and storing to make) or do you want something like an actual gui? works with some custom weapons as well such as NIArms(it would be nice if they set them up the same way as vanilla weapons in their configs -_-)

    MUTE THE AUDIO



    heres the example script
    Code:
    allPistolArray = [];
    allSMGArray = [];
    allRifleArray = [];
    allDmrArray = [];
    allMachineGunArray = [];
    
    _getWeps =
    {
    	_getPistols = "getText (_x >> 'cursor') isEqualTo 'hgun' && getNumber (_x >> 'scope') == 2" configClasses (configFile >> "cfgWeapons");
    	_getSmgs = "getText (_x >> 'cursor') isEqualTo 'smg' && getNumber (_x >> 'scope') == 2" configClasses (configFile >> "cfgWeapons");
    	_getRifles = "getText (_x >> 'baseWeapon') != 'hgun_PDW2000_F' && getText (_x >> 'cursor') isEqualTo 'arifle' && getNumber (_x >> 'scope') == 2" configClasses (configFile >> "cfgWeapons");
    	_getMachineGuns = "getText (_x >> 'cursor') isEqualTo 'mg' && getNumber (_x >> 'scope') == 2" configClasses (configFile >> "cfgWeapons");
    	_getDmrs = "getText (_x >> 'cursor') isEqualTo 'srifle' && getNumber (_x >> 'scope') == 2" configClasses (configFile >> "cfgWeapons");
    
    	_pistolTempListArray = [_getPistols] call _getBaseClass;
    	_smgTempListArray = [_getSmgs] call _getBaseClass;
    	_rifleTempListArray = [_getRifles] call _getBaseClass;
    	_machineGunTempListArray = [_getMachineGuns] call _getBaseClass;
    	_dmrTempListArray = [_getDmrs] call _getBaseClass;
    
    	[_pistolTempListArray, "pistol"] call _removeDuplicates;
    	[_smgTempListArray, "smg"] call _removeDuplicates;
    	[_rifleTempListArray, "rifle"] call _removeDuplicates;
    	[_machineGunTempListArray, "machineGun"] call _removeDuplicates;
    	[_dmrTempListArray, "dmr"] call _removeDuplicates;
    };
    
    _getBaseClass =
    {
    	_weaponArray = (_this select 0);
    	_returnedArray = [];
    
    	{
    		_weaponName = configName (_x);
    		_devName = getText (configFile >> "cfgWeapons" >> _weaponName >> "author");
    		if (_devName == "Bohemia Interactive") then
    		{
    			_wepClass = getText (configFile >> "cfgWeapons" >> _weaponName >> "baseWeapon");
    			if (_wepClass != "") then
    			{
    				_returnedArray pushBackUnique _wepClass;
    			};
    		}
    		else
    		{
    			_returnedArray pushBackUnique _weaponName;
    		};
    	} forEach _weaponArray;
    
    	_returnedArray 
    };
    
    _removeDuplicates =
    {
    	params ["_passedArray", "_weaponType"];
    
    	private ["_cost", "_type"];
    
    	switch (_weaponType) do
    	{
    		case "pistol": 
    		{
    			{
    				_wepName = getText (configFile >> "cfgWeapons" >> _x >> "displayname");
    				_data = [_x, _wepName];
    				allPistolArray pushBack _data;
    			} forEach _passedArray;
    		};
    		case "smg": 
    		{
    			{
    				_wepName = getText (configFile >> "cfgWeapons" >> _x >> "displayname");
    				_data = [_x, _wepName];
    				allSMGArray pushBack _data;
    			} forEach _passedArray;
    		};
    		case "rifle": 
    		{
    			{
    				_wepName = getText (configFile >> "cfgWeapons" >> _x >> "displayname");
    				_data = [_x, _wepName];
    				allRifleArray pushBack _data;
    			} forEach _passedArray;
    		};
    		case "machineGun": 
    		{
    			{
    				_wepName = getText (configFile >> "cfgWeapons" >> _x >> "displayname");
    				_data = [_x, _wepName];
    				allMachineGunArray pushBack _data;
    			} forEach _passedArray;
    		};
    		case "dmr": 
    		{
    			{
    				_wepName = getText (configFile >> "cfgWeapons" >> _x >> "displayname");
    				_data = [_x, _wepName];
    				allDmrArray pushBack _data;
    			} forEach _passedArray;
    		};	
    	};
    };
    
    call _getWeps;
    
    addPistolActions =
    {
    	removeAllActions player;
    	player addAction ["Close", "removeAllActions player;; call openInitMen"];
    	{
    		_className = _x select 0;
    		_weaponName = _x select 1;
    		player addAction [_weaponName,
    		{
    			_weaponClass = (_this select 3) select 0;
    			[player, _weaponClass, 3, 0] call BIS_fnc_addWeapon;
    		}, [_className]];
    	} forEach allPistolArray;
    };
    
    addSMGActions =
    {
    	removeAllActions player;
    	player addAction ["Close", "removeAllActions player;; call openInitMen"];
    	{
    		_className = _x select 0;
    		_weaponName = _x select 1;
    		player addAction [_weaponName,
    		{
    			_weaponClass = (_this select 3) select 0;
    			[player, _weaponClass, 3, 0] call BIS_fnc_addWeapon;
    		}, [_className]];
    	} forEach allSMGArray;
    };
    
    addRifleActions =
    {
    	removeAllActions player;
    	player addAction ["Close", "removeAllActions player;; call openInitMen"];
    	{
    		_className = _x select 0;
    		_weaponName = _x select 1;
    		player addAction [_weaponName,
    		{
    			_weaponClass = (_this select 3) select 0;
    			[player, _weaponClass, 3, 0] call BIS_fnc_addWeapon;
    		}, [_className]];
    	} forEach allRifleArray;
    };
    
    addMGActions =
    {
    	removeAllActions player;
    	player addAction ["Close", "removeAllActions player;; call openInitMen"];
    	{
    		_className = _x select 0;
    		_weaponName = _x select 1;
    		player addAction [_weaponName,
    		{
    			_weaponClass = (_this select 3) select 0;
    			[player, _weaponClass, 3, 0] call BIS_fnc_addWeapon;
    		}, [_className]];
    	} forEach allMachineGunArray;
    };
    
    addDMRActions =
    {
    	removeAllActions player;
    	player addAction ["Close", "removeAllActions player;; call openInitMen"];
    	{
    		_className = _x select 0;
    		_weaponName = _x select 1;
    		player addAction [_weaponName,
    		{
    			_weaponClass = (_this select 3) select 0;
    			[player, _weaponClass, 3, 0] call BIS_fnc_addWeapon;
    		}, [_className]];
    	} forEach allDMRArray;
    };
    
    openWepAct =
    {
    	player addAction ["Weapons",
    	{
    		removeAllActions player;
    		player addAction ["Pistols", "call addPistolActions"];
    		player addAction ["SMGs", "call addSMGActions"];
    		player addAction ["Rifles", "call addRifleActions"];
    		player addAction ["Machine Guns", "call addMGActions"];
    		player addAction ["DMRs", "call addDMRActions"];
    	}];
    };
    
    openInitMen =
    {
    	player addAction ["Open",
    	{
    		removeAllActions player;
    		call openWepAct
    	}];
    };
    
    call openInitMen;
    I added you on MPGH's chat thing accept so we can talk in private..Plz and Thank you

  10. #10
    gogogokitty's Avatar
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    Quote Originally Posted by iLoveGaming1912 View Post
    I added you on MPGH's chat thing accept so we can talk in private..Plz and Thank you
    accepted, sorry a little busy today with homework
    LEEEEEEROY JEEEEENKINS

  11. #11
    GrimReapz's Avatar
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    I have some old and new scripts if you want to take a look at them. Some are OP. And others are simple. Either one of you can take a look. Just pm me.

  12. #12
    SALUSIA's Avatar
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    Do you think you could write an external radar or help me write an external radar?

    I don't need health and guns only Players and possibly helis, thanks in advance

  13. #13
    gogogokitty's Avatar
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    Quote Originally Posted by SALUSIA View Post
    Do you think you could write an external radar or help me write an external radar?

    I don't need health and guns only Players and possibly helis, thanks in advance
    cleanest way imo would be marking players on the map so that you can always see their position.with the distance that your playing with in arma 3 an external radar wouldnt be very efficient as well as taking up alot of your screen.

    set a map evennt handler to trigger this and see if its something youd want expanded on as this is just for players in your group
    Code:
    _color = ([side player, true] call BIS_fnc_sideColor);
    _name = name player;
    
    _group = units group player;
    _marks = [];
    {
    	_data = [];
    	_name = name _x;
    	_mark = createMarkerLocal [_name, position _x];
    	_name setMarkerShapeLocal "ICON";
    	_name setMarkerTypeLocal "mil_dot";
    	_name setMarkerTextLocal _name;
    	_name setMarkerPosLocal position _x;
    	_name setMarkerColorLocal _color;
    	_data pushback _name;
    	_data pushback _x;
    	_marks pushback _data;
    } forEach _group;
    
    while {!isNull (findDisplay 12)} do
    {
    	{
    		_markName = _x select 0;
    		_markPlayer = _x select 1;
    		_markName setMarkerPosLocal position _markPlayer;
    	} forEach _marks;
    	sleep 0.1;
    };
    LEEEEEEROY JEEEEENKINS

  14. #14
    SALUSIA's Avatar
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    Quote Originally Posted by gogogokitty View Post
    cleanest way imo would be marking players on the map so that you can always see their position.with the distance that your playing with in arma 3 an external radar wouldnt be very efficient as well as taking up alot of your screen.

    set a map evennt handler to trigger this and see if its something youd want expanded on as this is just for players in your group
    Code:
    _color = ([side player, true] call BIS_fnc_sideColor);
    _name = name player;
    
    _group = units group player;
    _marks = [];
    {
    	_data = [];
    	_name = name _x;
    	_mark = createMarkerLocal [_name, position _x];
    	_name setMarkerShapeLocal "ICON";
    	_name setMarkerTypeLocal "mil_dot";
    	_name setMarkerTextLocal _name;
    	_name setMarkerPosLocal position _x;
    	_name setMarkerColorLocal _color;
    	_data pushback _name;
    	_data pushback _x;
    	_marks pushback _data;
    } forEach _group;
    
    while {!isNull (findDisplay 12)} do
    {
    	{
    		_markName = _x select 0;
    		_markPlayer = _x select 1;
    		_markName setMarkerPosLocal position _markPlayer;
    	} forEach _marks;
    	sleep 0.1;
    };
    I've got multiple screens so size isn't a problem, do you have ******* or anything alike?

    There was a previous post either here or another forum where they had an external radar, I'm a complete novice to these kinds of things, if you didn't notice already hahah

  15. #15
    gogogokitty's Avatar
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    Quote Originally Posted by SALUSIA View Post
    I've got multiple screens so size isn't a problem, do you have ******* or anything alike?

    There was a previous post either here or another forum where they had an external radar, I'm a complete novice to these kinds of things, if you didn't notice already hahah
    no clue what is inside the **. never thought about how to do an external radar, not quite sure how to go about it
    LEEEEEEROY JEEEEENKINS

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