Code:_weaponClass = currentWeapon player; _mainWeaponClass = "M4A1_AIM_SD_camo"; /*Replace with your first main weapon*/ _mainWeaponClass2 = "BAF_AS50_scoped"; /*Replace with your second main weapon*/ /*note that atleast one of these MUST be in your backpack at all times*/ _backpack = unitBackpack player; _array = getBackpackCargo _backpack; if((_weaponClass == "ItemFlashlight") || (_weaponClass == "ItemFlashlightRed")) then { /*put the items you ALWAYS want to spawn when you open your inventory with either one of the flashlights out here (ie: ammo, bandages, bloodbags, grenades)*/ if(_mainWeaponClass in _array || _mainWeaponClass2 in _array) then {} else { /*put the items you want to spawn at the START OF THE GAME here, these items will only spawn when you don't have one of your main weapons in your inventory (you should always have 1 in there)*/ /*ie: backpack, ghillie suit, secondary weapon*/ /*DO NOT SPAWN YOUR PRIMARY WEAPONS HERE, IT DOES THAT BELOW*/ player addweapon "M4A1_AIM_SD_camo"; /*adds the chosen primary weapon to your main inventory*/ _backpack addMagazineCargoGlobal ["BAF_AS50_scoped", 1]; /*adds the chosen second primary weapon to your backpack*/ } }
Please use the same Cheat Engine at main menu method to do this, you may have to cram it all into one line.
You must be holding a flashlight for this to work. What this SHOULD do is make is so when you don't have one of your primary weapons in your pack (when you respawn for example) it will spawn you all the items you need at the start, and when you do have them it will spawn you your infinite items (ammo and such). This is just a test and not even guaranteed to work, but I believe it will and that it will not be detected. Thank you.
EDIT: Updated the script to just use a flashlight, I believe it's better now.
EDIT (2): Updated it a lot now, if this works it's ready for actual use.
Last edited by LulzCode; 08-18-2012 at 07:33 PM. Reason: Updated the script, I believe it's better now.
You're using the wrong flashlight code mate, the spawning flashlight is yellow iirc
I updated the code a LOT, can someone try it now? This should now be 100% ready for infinite ammo while still spawning you the weapons you need when you first spawn if this works.
It's updated to work with both flashlights now, too.
I do not believe any of these are detected by BE, so I would like some brave soul to try it out!
Last edited by LulzCode; 08-18-2012 at 06:54 PM.
It is now fixed. Thank you.
Would you test it out now?
EDIT: No ban, but it doesn't appear to work. Gonna try to fix it.
Last edited by LulzCode; 08-18-2012 at 07:21 PM.
Any and EVERY script is detected w/o a bypass
Scripts aren't detected unless they either A- are ran through this cheat engine method of string editing and contain illegal keywords, or B -are ran as client side scripts with a detected bypass.
This method is not detected and he is trying to see if he can somehow run a script through it if he changes things up (which would keep it undetected).
By the way OP, I think it has something to do with the independent lines. Itried it by removing the comments and tried it with removing the space between the statement and substituting it with one space.
I thinkkkk you can only run that if it is a full sqf file since it has more than the player addwhatever whatever.
Infinite Ammo script from wuat:
Code:if (isnil "Ug8YtyGyvguGF" ) then {Ug8YtyGyvguGF=0}; if (Ug8YtyGyvguGF==0) then { Ug8YtyGyvguGF=1; hint "Infinite Ammo ON!"; while {Ug8YtyGyvguGF==1} do { vehicle player setVehicleAmmo 0.99; sleep 0.01; } } else { hint "Infinite Ammo OFF!"; Ug8YtyGyvguGF=0; };
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