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  1. #1
    kevo54's Avatar
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    Working Vehicle Spawn Script (ARMA 3 ALPHA)

    This is for people who know the game well and know how to use scripts


    Lists and spawns all land / air / sea vehicles that are in the mission file of the server.


     
    Code:
     pic = pic + [""]; hacks = hacks + ["========  Bike Spawner========","scripts\VehicleOwn.sqf","SQF"];
     
    hint "Generating Motorcycle listings.";
                    _kindOf = ["Motorcycle"];
                    _filter = ["BIS_Steerable_Parachute"]; 
                    _filter1 = ["ParachuteBase"];          
                    _cfgvehicles = configFile >> "cfgVehicles";
     
                    for "_i" from 0 to (count _cfgvehicles)-1 do {
                            _vehicle = _cfgvehicles select _i;
                            if (isClass _vehicle) then {
                                    _veh_type = configName(_vehicle);
                                    if ((getNumber(_vehicle >> "scope")==2)and(getText(_vehicle >> "picture")!="")and(KINDOF_ARRAY(_veh_type,_kindOf))and!(KINDOF_ARRAY(_veh_type,_filter))and!(KINDOF_ARRAY(_veh_type,_filter1))) then {
             
                                            pic = pic + [format["%1",getText(_vehicle >> "picture")]];
                                             hacks = hacks + [format["%1",_veh_type],"scripts\!spawnvehicle2.sqf","SQF"];
     
                                    };
                            };
                            };
    
            pic = pic + [""]; hacks = hacks + ["========  Boat Spawner ========","scripts\VehicleOwn.sqf","SQF"];
     
    hint "Generating Boat listings.";
                    _kindOf = ["Ship"];
                    _filter = ["BIS_Steerable_Parachute"]; 
                    _filter1 = ["ParachuteBase"];          
                    _cfgvehicles = configFile >> "cfgVehicles";
     
                    for "_i" from 0 to (count _cfgvehicles)-1 do {
                            _vehicle = _cfgvehicles select _i;
                            if (isClass _vehicle) then {
                                    _veh_type = configName(_vehicle);
                                    if ((getNumber(_vehicle >> "scope")==2)and(getText(_vehicle >> "picture")!="")and(KINDOF_ARRAY(_veh_type,_kindOf))and!(KINDOF_ARRAY(_veh_type,_filter))and!(KINDOF_ARRAY(_veh_type,_filter1))) then {
             
                                            pic = pic + [format["%1",getText(_vehicle >> "picture")]];
                                             hacks = hacks + [format["%1",_veh_type],"scripts\!spawnvehicle2.sqf","SQF"];
     
                                    };
                            };
                            };
    
    
    pic = pic + [""]; hacks = hacks + ["========  Air Vehicle Spawner ========","scripts\VehicleOwn.sqf","SQF"];
    
    hint "Generating Vehicle listings.";
    		_kindOf = ["air"];
    		_filter = ["BIS_Steerable_Parachute"];	
    		_filter1 = ["ParachuteBase"];		
    		_cfgvehicles = configFile >> "cfgVehicles";
    
    		for "_i" from 0 to (count _cfgvehicles)-1 do {
    			_vehicle = _cfgvehicles select _i;
    			if (isClass _vehicle) then {
    				_veh_type = configName(_vehicle);
    				if ((getNumber(_vehicle >> "scope")==2)and(getText(_vehicle >> "picture")!="")and(KINDOF_ARRAY(_veh_type,_kindOf))and!(KINDOF_ARRAY(_veh_type,_filter))and!(KINDOF_ARRAY(_veh_type,_filter1))) then {
    					  pic = pic + [format["%1",getText(_vehicle >> "picture")]];
    					  hacks = hacks + [format["%1",_veh_type],"scripts\!spawnvehicle2.sqf","SQF"];
    
    
               
    				};
    			};
    		};
    		
    		
    progressLoadingScreen 0.4;		
    		
    pic = pic + [""]; hacks = hacks + ["========  Tank Vehicle Spawner ========","scripts\VehicleOwn.sqf","SQF"];
    
    hint "Generating Vehicle listings.";
    		_kindOf = ["Tank"];
    		_filter = ["BIS_Steerable_Parachute"];	
    		_filter1 = ["ParachuteBase"];		
    		_cfgvehicles = configFile >> "cfgVehicles";
    
    		for "_i" from 0 to (count _cfgvehicles)-1 do {
    			_vehicle = _cfgvehicles select _i;
    			if (isClass _vehicle) then {
    				_veh_type = configName(_vehicle);
    				if ((getNumber(_vehicle >> "scope")==2)and(getText(_vehicle >> "picture")!="")and(KINDOF_ARRAY(_veh_type,_kindOf))and!(KINDOF_ARRAY(_veh_type,_filter))and!(KINDOF_ARRAY(_veh_type,_filter1))) then {
              
    					 pic = pic + [format["%1",getText(_vehicle >> "picture")]];
    					  hacks = hacks + [format["%1",_veh_type],"scripts\!spawnvehicle2.sqf","SQF"];
    
    				};
    			};
    		};
    	
    progressLoadingScreen 0.8;	
    	
    	pic = pic + [""]; hacks = hacks + ["========  Car Vehicle Spawner  ========","scripts\VehicleOwn.sqf","SQF"];
    
    hint "Generating Vehicle listings.";
    		_kindOf = ["Car"];
    		_filter = ["BIS_Steerable_Parachute"];	
    		_filter1 = ["ParachuteBase"];		
    		_cfgvehicles = configFile >> "cfgVehicles";
    
    		for "_i" from 0 to (count _cfgvehicles)-1 do {
    			_vehicle = _cfgvehicles select _i;
    			if (isClass _vehicle) then {
    				_veh_type = configName(_vehicle);
    				if ((getNumber(_vehicle >> "scope")==2)and(getText(_vehicle >> "picture")!="")and(KINDOF_ARRAY(_veh_type,_kindOf))and!(KINDOF_ARRAY(_veh_type,_filter))and!(KINDOF_ARRAY(_veh_type,_filter1))) then {
              
    					pic = pic + [format["%1",getText(_vehicle >> "picture")]];
    					 hacks = hacks + [format["%1",_veh_type],"scripts\!spawnvehicle2.sqf","SQF"];
    
    				};
    			};
    			};
    
    
    
    progressLoadingScreen 0.9;





    Put the below script in C:\Program Files\Steam\steamapps\common\Arma 3\scripts\ and save it as VehicleOwn.sqf




     
    Code:
    _animName = _this select 1;
    
    _animPerson = _this select 0;
    
    _animClass = "";
    
    if (_animPerson == "") exitwith { Hint "Some how there was an error check your scripts : or You need to select a name in the player list , if you wish to activate it on all players then click all players or select an indevidiual name to perform that action onto. then click EXECUTE.";};
    
    if (_animPerson == "ALL PLAYERS") then {_animPerson = "";};
    
    
    
    // ----------------------------------//
    switch (_animName) do
    {
    	
    	case "KillMan":
    	{
    		_animClass = "player setdamage 1"
    	};
    	case "LockAir":
    	{
    		_animClass = "nearestObject[vehicle player,""Air""] lock true;"
    	};
    	case "UnlockAir":
    	{
    		_animClass = "nearestObject[vehicle player,""Air""] lock false;"
    	};
        case "LockTank":
    	{
    		_animClass = "nearestObject[vehicle player,""Tank""] lock true;"
    	};
    	case "UnlockTank":
    	{
    		_animClass = "nearestObject[vehicle player,""Tank""] lock false;"
    	};
    	case "LockCar":
    	{
    		_animClass = "nearestObject[vehicle player,""Car""] lock true;"
    	};
    	case "UnlockCar":
    	{
    		_animClass = "nearestObject[vehicle player,""Car""] lock false;"
    	};
    	case "LockMan":
    	{
    		_animClass = "disableUserInput true;"
    	};
    	case "UnlockMan":
    	{
    		_animClass = "disableUserInput false;"
    	};
    	case "HitBackRottor":
    	{
    		_animClass = "vehicle player setHit [""mala vrtule"", 1];"
    	};
    	case "HitChopperEngine":
    	{
    		_animClass = "vehicle player setHit [""motor"", 1];" 
    	};
    	case "DestroyAir":
    	{
    		_animClass = "nearestObject[vehicle player,""Air""] setdamage 1;"
    	};
    	case "DestroyCar":
    	{
    		_animClass = "nearestObject[vehicle player,""Car""] setdamage 1;" 
    	};
    	case "DestroyTank":
    	{
    		_animClass = "nearestObject[vehicle player,""Tank""] setdamage 1;" 
    	};
    	case "DestroyBuilding":
    	{
    		_animClass = "nearestObject[vehicle player,""Building""] setdamage 1;" 
    	};
    	case "EjectPlayer":
    	{
    		_animClass = "player Action [""eject"", vehicle player];"
    	};
    	
    			case "Be a cop":	// Be COP
    	{_animClass ="
    		rolecop = 0;
    		if (civ1 == player) then {role = cop1; rolestring = ""cop1""; rolecop = 1; iscop = TRUE; rolenumber = 11; rolecopnumber = 1; longrolenumber = 1101;};
    		if (civ2 == player) then {role = cop2; rolestring = ""cop2""; rolecop = 1; iscop = TRUE; rolenumber = 12; rolecopnumber = 2; longrolenumber = 1102;};
    		if (civ3 == player) then {role = cop3; rolestring = ""cop3""; rolecop = 1; iscop = TRUE; rolenumber = 13; rolecopnumber = 3; longrolenumber = 1103;};
    		if (civ4 == player) then {role = cop4; rolestring = ""cop4""; rolecop = 1; iscop = TRUE; rolenumber = 14; rolecopnumber = 4; longrolenumber = 1104;};
    		if (civ5 == player) then {role = cop5; rolestring = ""cop5""; rolecop = 1; iscop = TRUE; rolenumber = 15; rolecopnumber = 5; longrolenumber = 1105;};
    		if (civ6 == player) then {role = cop6; rolestring = ""cop6""; rolecop = 1; iscop = TRUE; rolenumber = 16; rolecopnumber = 6; longrolenumber = 1106;};
    		if (civ7 == player) then {role = cop6; rolestring = ""cop6""; rolecop = 1; iscop = TRUE; rolenumber = 16; rolecopnumber = 6; longrolenumber = 1106;};
    		if (civ8 == player) then {role = cop6; rolestring = ""cop6""; rolecop = 1; iscop = TRUE; rolenumber = 16; rolecopnumber = 6; longrolenumber = 1106;};
    		if (civ9 == player) then {role = cop6; rolestring = ""cop6""; rolecop = 1; iscop = TRUE; rolenumber = 16; rolecopnumber = 6; longrolenumber = 1106;};
    		if (civ10 == player) then {role = cop6; rolestring = ""cop6""; rolecop = 1; iscop = TRUE; rolenumber = 16; rolecopnumber = 6; longrolenumber = 1106;};
    		"
    	};
    	case "Add Cash":	// Add Cash
    	{
    		_animClass ="Kontostand = (Kontostand+1000000);['moneh', 1002525] call INV_addinventoryitem; add_civmoney	 = 1002525;add_copmoney	 = 1002525; add_workplace	 = 1002525;"
    		
    
    	};
    		case "Add Cash 12143":	// Add Cash
    	{
    		_animClass ="Kontostand = (Kontostand+12143); ['moneh', 12143] call INV_addinventoryitem; add_civmoney	 = 12143; add_copmoney	 = 12143;add_workplace	 = 12143;"
    		
    
    	};
    		case "Remove Cash":	// Add Cash
    	{
    		_animClass ="Kontostand = 1; Geld=0; geld=0; copfgeld=0;['moneh', -99999999] call INV_addinventoryitem;add_civmoney	 = -999999999;add_copmoney	 = -99999999999;add_workplace	 = -99999999999;"
    		};
    	case "Faster Respawn": // Faster Respawn
    	{
    	_animClass ="
    		extradeadtime=0;
    		suicidepenalty=0;
    		DeadTimeMax=5;
    		"
    	};
    		case "Longer Respawn": // Faster Respawn
    	{
    	_animClass ="
    		extradeadtime=99990;
    		suicidepenalty=99990;
    		DeadTimeMax=99990;
    		"
    	};
    	case "Infinite Petrol": // Infinite Petrol
    	{
    		_animClass ="petroluse=0;
    		"
    	};
    	case "Anti-Stun": // Anti-Stun
    	{
    	_animClass ="
    		StunTimePerHit=0;
    		MaxStunTime=0;
    		"
    	};
    		case "GiveTank": // GiveTank
    	{
    	_animClass ="
    		
    		_veh = 'su25_tk_ep1' createVehicleLocal (position player);		_veh setVariable ['ObjectID',999+random(9999),true] > 0;TitleText ['', 'PLAIN DOWN'];
    		"
    	};
    			case "GiveHelicopter": // GiveTank
    	{
    	_animClass ="
    		
    		_veh = 'AH6J_EP1' createVehicleLocal (position player);		_veh setVariable ['ObjectID',999+random(9999),true] > 0;TitleText ['poop on my chest ', 'PLAIN DOWN'];
    		"
    	};
    	
    	
    	
    };
    //hint format ["%1 , %2 , %3",_animPerson,_animName,_animClass];
    nil = [_animPerson, 11 ,_animClass] execVM "AJ\scripts\666.sqf";

  2. #2
    ImFazed's Avatar
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    Good work!

  3. #3
    kevo54's Avatar
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    thanks mate

  4. #4
    T0X1Cmods's Avatar
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    you dont need the vehicle own script it does nothing also this is just taken from wuats menu its also in my edit of wuats menu -_-
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