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  1. #1
    Lystic's Avatar
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    DayZ Standalone - New Scripting Commands


    Okay so I was looking at the latest patch for DayZ standalone and wanted to make some new scripts. I spent a lot of time digging through the games memory and testing to see what worked and what didn't.

    Note: These are notes taken from the games memory.
    Some commands may not work.
    Some commands may only work on the server
    Some commands do not have their parameters displayed

    I will work on these commands for the next day or so and will update as needed. (If a minion could update this thread with my changes after this post is locked that would be great )

    Code:
    //DayZ Scripting Engine Notes
    //Note: Some Scripts May Or May Not Work
    //Note: Some Scripts May Work on the Server Only!
    
    playerTarget ID //On server machine, find the object pointed to by a player (Seems to only return OBJNULL)
    brakelegs OBJECT //Damages legs so that it is no able to stand (Seems to not work!)
    isInThrowProcess player //Return true if the player is in process of throwing item (Working but not sure any uses!)
    jLoad //Loads the file .class from the scripts locations and return a handler used to call its methods.
    jExecFSM //Creates a JVM object representing a FSM and register it for execution.
    sendAUMessage [[dpnid1, dpnid2], "ConnectTo: 192.168.1.66"] //Send the command to the list of clients or some count of clients.
    playerAction //Control animation of the local player, similar to what playAction does on the server.
    enableSimulWeather BOOLEAN;//Enables/Disables simul weather
    setSimulWeatherRenderMode INT;//Sets rendering mode of simul weather (0=primitiveUP, 1=vertex buffer, 2=vertex buffer async
    simulInClouds POS; //Returns if given position is in clouds.
    simulCloudDensity POS;//Returns density of clouds at given position.
    simulCloudOcclusion [position1, position2] //Returns clouds occlusion between two given points (0 = no clouds, 1 = full clouds).
    SimulSetCloudWidth
    SimulSetCloudLength
    SimulSetCloudHeight
    SimulSetHumidity
    SimulSetCentreX
    SimulSetCentreY
    SimulSetCloudBaseZ
    SimulSetGridLength
    SimulSetGridWidth
    SimulSetGridHeight
    SimulSetRandomSeed
    SimulSetNoiseResolution
    SimulSetNoiseOctaves
    SimulSetNoisePersistence
    SimulSetNoisePeriod
    SimulSetOpticalDensity
    SimulSetFractalAmplitude
    SimulSetFractalWavelength
    SimulSetAlphaSharpness
    SimulSetExtinction
    SimulSetLightResponse
    SimulSetAmbientLightResponse
    SimulSetSecondaryLightResponse
    SimulSetSelfShadowScale
    SimulSetLightDetail
    SimulSetMieAsymmetry
    SimulSetMinimumLightElevationDegrees
    SimulSetDiffusivity
    SimulSetAtmosphereThickness
    SimulSetHaze
    SimulSetHazeScaleHeightKm
    SimulSetHazeBaseHeightKm
    SimulSetMieEccentricity
    SimulSetOvercast
    SimulSetOvercastBaseKm
    SimulSetOvercastRangeKm
    SimulSetHelperNearCloudFade
    SimulSetWrap
    SimulSetThinLayer
    SimulSetHelperGrid
    SimulSetHelperDetail
    SimulSetFog
    players //List of all players on the server.
    exitGame // Exit Game
    diag_fps //Returns average framerate over last 16 frames.
    cursorDirection //Direction of a player's cursor. [x,y,z]
    hasPower //Returns true when power is available for the item
    isOn //Returns true when inventory item is switched on.
    displayName player //Returns the user friendly name of the object's type. (not the same as name player)
    lineHit [begPos, endPos, geometryType (default FIRE), withObj (default objNull), ignoreObj (default objNull)[, radius] ] //Returns object, selection and animated position of a first hit of line.
    itemsInInventory player //Returns the list of items in the inventory.
    spawnTest //Spawn all available objects at define position. Pos may be using format [x,y,z, ["type",...], limit] or [object, limit, radius].
    spawnLoot //^^^
    spawnProxies //^^^
    selectPlayer OBJECT //Seems to still be in the game :D 
    pullOutProjectiles player//Pulls out all the arrow-type projectiles stuck in the body
    setShadowDistance 1000 //	Sets the shadows rendering distance.
    getShadowDistance //Get the shadows rendering distance
    setObjectViewDistance//Sets the rendering distance of objects
    powerOn//Switch inventory item On/Off. One cannot powerOn an item with no power supplies left.
    setObjectMaterial [index, name]
    synchronizeVariable[name, importance]//Subscribe variable for synchronization.
    moveToDirect//Low level command to person to move directly (no pathplanning) to  given position. Position is expected to be in ATL format
    _person moveToHands _item //Take given item to hands.
    item = player itemInSlot "Headgear" //Return an item in person's slot.
    weapon createWeaponAttachment magazineName//Create an item attached to weapon.
    player takeInHands item//Move an item directly into the persons hand slot
    vehicle moveToCargo item//Move an item to the cargo space of the entity
    player moveToInventory item//Move an item to the person's inventory.
    vehicle createInCargo "pipeBomb"//Create an item in the cargo space of the entity
    player createInInventory "pipeBomb"//Create an item in person's inventory
    spawnForPlayer//Execute given code on a client
    spawnForClient// ^^^
    itemInHands player// returns object of the item in the players hands
     _item addQuantity 4//Change quantity by given value in the variable space of given obj
     setQuantity//Set quantity to given value in the variable space of given object
     "NAME" spawnProxyVehicle [P,O,S] //Creates an vehicle of the given type and then process it through typical proxy spawn in order to create randomized loot.
     playAction ['ACTION',{code after completed}]
     requestDamage//Request server to damage the object. Damage is [owner,position,ammo,component]

    These are not all of the commands, just the new commands that I noticed while taking a quick glance at the games memory.
    Commands From Arma 2 and Arma 3 are also in the game (A3 Wiki, A2 Wiki)

    Last edited by Lystic; 08-29-2014 at 08:25 PM.

  2. The Following 9 Users Say Thank You to Lystic For This Useful Post:

    AlisaAlis (12-06-2014),Chris (08-29-2014),d1spenser (08-29-2014),Darkisada (10-20-2015),Kosmo (07-12-2015),Lincento533 (08-29-2014),Majin Vegeta (08-29-2014),Mizzle420420 (10-14-2014),warkriminal (09-16-2014)

  3. #2
    Twoods196's Avatar
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    Got any idea what the new World Base address is for the .49 experimental?

  4. #3
    Majin Vegeta's Avatar
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    Good stuff, thankyou Lystic

  5. #4
    jpsniperman's Avatar
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    what do u do

  6. #5
    d1spenser's Avatar
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    Good work! I've been noticing new commands here and there, but never had time to properly test them. This would be great if this list eventually grows into full list of Dayz SA commands, with all the commands it takes from other games as well (Arma 2, Arma 3, Take on helicopters), with syntax, locality parameters and examples too.

    My knowledge is a bit outdated, I haven't tried anything past 0.46, but I don't think It has changed that much, so I'll contribute a little bit:

    Some commands you've missed:

    1)
    Code:
    itemInHands _unit; 
    hint str itemInHands player; // Example, displays name of the item you're holding as hint
    Returns the class name of the item a player is holding.

    2)
    Code:
    statusChat ["Text", "Colour"];
    Text - string.
    Colour - colour name. For some reason they didn't give colours normal names like green or red, gotta search for them. colorFriendly is green if I'm correct. There is White, Green, Red and Yellow as far as I know
    statusChat ["testing 1 2 3",""]; // Example, displays white text
    Basicly a nice alternative to systemchat, that can have different colours.

    3)
    Code:
    _array spawnForClient code;
    _array - id and some other stuff.
    code - your function or code.
    Spawns function or code for client. This appears to work like spawnForPlayer, except this command seems to be used before player has spawned. I wish I could use them, they would simplify the process of executing commands on other players. Anyway as of now both spawnForClient and spawnForPlayer won't work because they require remote execution.

    There's more, but I can't remember right now.

    Regarding some of them that you've posted:

    Code:
    selectPlayer OBJECT
    Doesn't seem to work, seems like it has become server command.

    Code:
    player createInInventory "item"
    Same here, seems to be server command as well. CreateVehicle was made one just like that some time ago.

    Code:
    sendAUMessage [[dpnid1, dpnid2], "ConnectTo: 192.168.1.66"] //Send the command to the list of clients or some count of clients.
    Since you've mentioned sending commands to clients, is that a some sort of remote execution? What's dpnid1 and dpnid2?

    Code:
    jLoad //Loads the file .class from the scripts locations and return a handler used to call its methods.
    What's class file? Never heard of them. Do you mean classes from resource cpps or bins?

    Code:
    jExecFSM //Creates a JVM object representing a FSM and register it for execution.
    I'm not familiar with FSM, I've read that it's used for AI, is there any kind of benefit that can be taken from that?
    Last edited by d1spenser; 08-29-2014 at 11:56 AM.

  7. The Following User Says Thank You to d1spenser For This Useful Post:

    Mizzle420420 (12-10-2014)

  8. #6
    Lystic's Avatar
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    Quote Originally Posted by d1spenser View Post
    Good work! I've been noticing new commands here and there, but never had time to properly test them. This would be great if this list eventually grows into full list of Dayz SA commands, with all the commands it takes from other games as well (Arma 2, Arma 3, Take on helicopters), with syntax, locality parameters and examples too.

    My knowledge is a bit outdated, I haven't tried anything past 0.46, but I don't think It has changed that much, so I'll contribute a little bit:

    Some commands you've missed:

    1)
    Code:
    itemInHands _unit; 
    hint str itemInHands player; // Example, displays name of the item you're holding as hint
    Returns the class name of the item a player is holding.

    2)
    Code:
    statusChat ["Text", "Colour"];
    Text - string.
    Colour - colour name. For some reason they didn't give colours normal names like green or red, gotta search for them. colorFriendly is green if I'm correct. There is White, Green, Red and Yellow as far as I know
    statusChat ["testing 1 2 3",""]; // Example, displays white text
    Basicly a nice alternative to systemchat, that can have different colours.

    3)
    Code:
    _array spawnForClient code;
    _array - id and some other stuff.
    code - your function or code.
    Spawns function or code for client. This appears to work like spawnForPlayer, except this command seems to be used before player has spawned. I wish I could use them, they would simplify the process of executing commands on other players. Anyway as of now both spawnForClient and spawnForPlayer won't work because they require remote execution.

    There's more, but I can't remember right now.

    Regarding some of them that you've posted:

    Code:
    selectPlayer OBJECT
    Doesn't seem to work, seems like it has become server command.

    Code:
    player createInInventory "item"
    Same here, seems to be server command as well. CreateVehicle was made one just like that some time ago.

    Code:
    sendAUMessage [[dpnid1, dpnid2], "ConnectTo: 192.168.1.66"] //Send the command to the list of clients or some count of clients.
    Since you've mentioned sending commands to clients, is that a some sort of remote execution? What's dpnid1 and dpnid2?

    Code:
    jLoad //Loads the file .class from the scripts locations and return a handler used to call its methods.
    What's class file? Never heard of them. Do you mean classes from resource cpps or bins?

    Code:
    jExecFSM //Creates a JVM object representing a FSM and register it for execution.
    I'm not familiar with FSM, I've read that it's used for AI, is there any kind of benefit that can be taken from that?

    Thats great information that I missed.

    jLoad and jExecFMS is for JVM objects. It typically is only used by the engine. They used Java .Class objects
    sendAUMessage is not covered on the BI wiki very well. I beleive dpnid would be the clients ID but I am unsure.

  9. #7
    TheJamesp55's Avatar
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    Nice! :P I reckon there is more than that though...that is allot but theyre must be more

  10. #8
    mattking45's Avatar
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    Lystic, that is some great work. This will be put to good use. Good Work

  11. #9
    Lystic's Avatar
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    Quote Originally Posted by TheJamesp55 View Post
    Nice! :P I reckon there is more than that though...that is allot but theyre must be more
    There is only a few more. I Mean these are only new ones, there are others from arma 2 and arma 3

  12. #10
    Imasexyhacker's Avatar
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    i got vac banned wait nvm

  13. #11
    Jme's Avatar
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    how to spawn helmets/hats?

  14. #12
    Lystic's Avatar
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    Quote Originally Posted by evskin View Post
    how to spawn helmets/hats?
    LOL, "spawn". learn standalone again m8. You can't spawn items.

    Now if you want hats just use HatBase as the item type you are scanning for

  15. #13
    Kosmo's Avatar
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    Quote Originally Posted by Lystic View Post
    LOL, "spawn". learn standalone again m8. You can't spawn items.

    Now if you want hats just use HatBase as the item type you are scanning for
    Thanks for these. Useful for beginners!

  16. #14
    janjaaps's Avatar
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    Hmm it works for me

  17. #15
    mythicalllll's Avatar
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    Quote Originally Posted by janjaaps View Post
    Hmm it works for me
    What exactly "works for you" ?
    Want to checkout the cheat's I have released? Click the Logos above!

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