denis200191 (02-21-2015),pinkieseb74 (01-30-2015),Yemiez (02-02-2015)
Heres a quick tutorial on item ESP in SQF and how to customize it.
ObjectsCode:n13 = { n132 = { if (isNil 'n131') then { n131 = 0; }; if (n131 == 0) then { hint "All Items ESP ON"; n131 = 1; arr2 = []; while {n131 == 1} do { _entities = (allMissionObjects "inventorybase"); { if !(_x in arr2) then { arr2 = arr2 + [_x]; [_x] spawn n133; sleep 0.25; }; } forEach _entities; sleep 5; }; } else { hint "All Items ESP OFF"; n131 = 0; }; }; n133 = { disableSerialization; if (isNil 'ESP_Count') then { ESP_Count = 2733; }; ESP_Count cutRsc ['rscDynamicText', 'PLAIN']; ESP_Count = ESP_Count + 1; _ctrl = ((uiNamespace getvariable 'BIS_dynamicText') displayctrl 9999); _ctrl ctrlShow true; _ctrl ctrlEnable true; _ctrl ctrlSetFade 0; _unit = _this select 0; while {(!isNull _unit) && ((player distance _unit) < 1000)} do { if (n131 == 0) exitWith { arr2 = arr2 - [_unit];_ctrl ctrlShow false;_ctrl ctrlEnable false; }; _pos = [(getPosATL _unit) select 0, (getPosATL _unit) select 1, ((getPosATL _unit) select 2)]; _pos2D = WorldToScreen _pos; if (count _pos2D > 0) then { _ctrl ctrlSetPosition [(_pos2D select 0) - (safezoneW / 2), (_pos2D select 1), safezoneW, safezoneH]; _text = parseText format ["<t size='0.22' color='#00FC97'>%1 (%2m)</t>", typeOf _unit, round (player distance _unit)]; _ctrl ctrlSetStructuredText _text; _ctrl ctrlCommit 0; }; sleep 0.01; }; arr2 = arr2 - [_unit]; _ctrl ctrlShow false; _ctrl ctrlEnable false; }; [] spawn n132; };
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The part in quote wraps ("") can be changed to any item classname. for example "riflecore" would be all rifles in the game or "repeater" which would just be that one rifle.Code:_entities = (allMissionObjects "inventorybase");
They can also be combined to add multiple objects such as
If you want vehicles instead doCode:(allMissionObjects "riflecore") + (allMissionObjects "ShotgunBase") + (allMissionObjects "pistolcore");
Code:(allMissionObjects "V3S_Cargo") or (allMissionObjects "LandVehicle");
Changing Color and Size
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Change the quotes to what ever size you wantCode:_text = parseText format ["<t size='0.22' color='#00FC97'>%1 (%2m)</t>", typeOf _unit, round (player distance _unit)];
Color is changed here, it uses Html color codeCode:size='0.22'
HintsCode:color='#00FC97'
The Text displayed upon activation is
and deactivation hereCode:hint "All Items ESP ON";
you can change this to what ever you want to be dispayedCode:hint "All Items ESP OFF";
hint makes a noise when it activates, if you want to silence this change hint to hintSilentCode:hint "Edit my text";
Code:hintSilent "I am a Silent Hint";
Last edited by Mizzle420420; 01-30-2015 at 10:11 AM.
denis200191 (02-21-2015),pinkieseb74 (01-30-2015),Yemiez (02-02-2015)
Nice tutorial mizzle.
What injector i shall use?
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Help men pleese!!!!!!
Last edited by Smoke; 10-26-2015 at 02:26 PM.
This is all 100% still working and up to date. Generaly SQF Scripting doesn't really get you banned unless your calling something from the server that has a log or you use a script to kill a bunch of people which would show a kill log with your name on it. At the moment most people get banned from injection methods as far as I'm aware.
that's a really nice release there, Mizzle. It will help a lot of newbies!
im guessing inventorybase is all items? what if i just want shit like food, ammo, and weapons?
Yeah InventoryBase is all items. Here I'll give you some useful bases for the other stuff. Food would be FoodBase, Ammo would be AmmunitionItemBase, AmmunitionBoxItemBase, and MagazineBase. Weapons would be Riflecore, Pistolcore, and MeleeItemBase. I hope this answers all questions.
Code://------Mizzle420420 DayZ Resources-----// //------Start Objects and Bases-----// AttachmentBase { Att_Optic_M4CarryHandle Att_Optic_BUIS OpticBase { Att_Optic_PUScope Att_Optic_ACOG Att_Optic_Kashtan PoweredOpticBase { Att_Optic_M68 Att_Optic_M4T3NRDS Att_Optic_FNP45_MRD Att_Optic_Redpoint } Optic2dBase { Att_Optic_Longrange Att_Optic_Hunting Att_Optic_Pistol Att_Optic_PSO1 { Att_Optic_PSO11 }; }; }; }; EN5C_Inventory_Base { EN5C_Att_Optic_PSO11 EN5C_Att_Optic_PSO1 EN5C_Att_Optic_Pistol EN5C_Att_Optic_Hunting EN5C_Att_Optic_Longrange EN5C_Att_Optic_Kashtan EN5C_Att_Optic_PUScope EN5C_Att_Optic_ACOG EN5C_Att_Optic_M4CarryHandle EN5C_Att_Optic_BUIS EN5C_Powered_Base { EN5C_Att_Optic_M4T3NRDS EN5C_Att_Optic_M68 EN5C_Att_Optic_FNP45MRD EN5C_Att_Optic_Redpoint }; }: InventoryBase { GrenadeBase { FlashGrenade GrenadeRGD5 Grenade SmokeGrenadeBase { SmokeGrenadeBase SmokeGrenade_Red SmokeGrenade_Green SmokeGrenade_Yellow SmokeGrenade_White SmokeGrenade_RDG2Base }; SmokeGrenade_RDG2Base { SmokeGrenade_RDG2_Black SmokeGrenade_RDG2_White }; }; }; EN5C_Inventory_Base { EN5C_Grenade_Base { EN5C_FlashGrenade EN5C_GrenadeRGD5 EN5C_Grenade EN5C_SmokeGrenade_ColorBase { EN5C_SmokeGrenade_Red EN5C_SmokeGrenade_Yellow EN5C_SmokeGrenade_Green EN5C_SmokeGrenade_Purple EN5C_SmokeGrenade_White }; EN5C_SmokeGrenadeRDG2_ColorBase { EN5C_SmokeGrenadeRDG2_Black EN5C_SmokeGrenadeRDG2_White }; }; }; Strategic { GrenadeExplosion ImproGrenadeExplosion FlashGrenadeExplosion }; DefaultAmmo { LaserBombCore FuelExplosion MineCore TimeBombCore BulletCore { BulletBase }; }; Projectiles = { A_composite A_crude A_primitive A_Boned A_bolt B_Flare B_22_Ball B_380_Ball B_9mm_Ball B_9x39_AP B_357 B_45ACP_Ball B_545X39_Ball B_556X45_Ball B_762X39_Ball B_762x54_Ball B_308Win_Ball B_12Gauge_Pellets B_12Gauge_Slug }; Melee = { MeleeFist MeleeDamage MeleeProd MeleeLightBlunt MeleeSoft MeleeFist MeleeZombie MeleeZombieMale MeleeZombieMaleSoldier MeleeZombieFemale MeleeZombieMaleLong MeleeZombieMaleSoldierLong MeleeZombieFemaleLong MeleeSlash MeleeStab MeleeBlunt MeleeMachete MeleeBat MeleeHeavybat MeleeAxe MeleeFireaxe MeleeChainsaw }; Explosions = { LaserBombCore FuelExplosion G_GrenadeHand G_FlashGrenadeHand G_SmokeGrenadeHand }; allMissionObjects = { entities = { survivorbase ZombieBase TentMedium_Pitched TentLarge_Pitched TentCar_Pitched }; LandVehicle = { V3S_Cargo V3S_Chassis land_mh_60wreck Land_Mi8_Crashed Land_UH1Y_Wreck Land_Volha_police_DayZ }; InventoryBase = { TentMedium_packed TentLarge_backpack TentCar_packed ContainerBase FixedContainer AttachmentBase BottleBase EyeWearBase BayonetBase AxeBase KnifeBase BayonetBase SeedItemBase riflecore pistolcore MeleeItemBase MagazineBase AmmunitionItemBase AmmunitionBoxItemBase CraftingItemBase ItemBook MedicalItemBase DrinksItemBase FoodItemBase = { FoodCanned FoodCanned_Closed FruitBase MeatBase berrybase }; ClothingBase = { BagBase HeadgearBase MaskBase TopWearBase BottomWearBase FootwearBase VestBase GlovesBase }; }; }; //------End Bases-----//
Last edited by Mizzle420420; 02-03-2016 at 12:08 PM.