Okay, so i have no idea if these are patched or not. these did work for Epoch 1.0.5.1 not sure for the latest 1.8.4 DayZ Vanillia patch
but here ya go do what ever ya want. edit them or what ever.
ESP
Code:
DisableSerialization;
if (isNil "yothefuckingplayerishere") then {yothefuckingplayerishere = true;} else {yothefuckingplayerishere = !yothefuckingplayerishere};
if(yothefuckingplayerishere) then {titleText ["Player ESP Activated!","PLAIN DOWN"]; titleFadeOut 4;};
setGroupIconsVisible [false,true];
while {yothefuckingplayerishere} do {
_i = 0;
_j = count playableUnits;
for "_i" from 0 to _j do
{
_unit = playableUnits select _i;
if (alive _unit && player != _unit) then{
_group = group _unit;
_group addGroupIcon ["b_inf", [0,0]];
_group setGroupIconParams [[0,0,1,1],format ["%1 - %2m", name _unit, ceil (_unit distance player)],0.8,true];
};
};
sleep 1;
_i = 0;
_j = count playableUnits;
for "_i" from 0 to _j do
{
_unit = playableUnits select _i;
_group = group _unit;
clearGroupIcons _group;
};
};
titleText ["Player ESP Deactivated!","PLAIN DOWN"]; titleFadeOut 4;};
God
Code:
private ["_btnAbort","_damage","_display","_selection"];
if (isNil "God") then {God = 0;};
if (God == 0) then {
God = 1;
cutText ["GodMode Activated", "PLAIN DOWN"];
R3F_TIRED_FNCT_Voile_Noir = {};
R3F_TIRED_FNCT_DoBlackVanish = {};
fnc_usec_damageHandler = {};
player_zombieCheck = {};
r_player_dead = false;
disableSerialization;
"dynamicBlur" ppEffectAdjust [0];
"dynamicBlur" ppEffectCommit 5;
dayz_hunger = 0;
dayz_sourceBleeding = objNull;
dayz_temperatur = 40;
dayz_thirst = 0;
disableUserInput false;
r_action = false;
r_action_unload = false;
r_doLoop = false;
r_drag_sqf = false;
r_fracture_legs = false;
r_fracture_arms = false;
r_handlercount = 0;
r_interrupt = false;
r_player_cardiac = false;
r_player_blood = 12000;
r_player_handler = false;
r_player_handler1 = false;
r_player_infected = false;
r_player_injured = false;
r_player_inpain = false;
r_player_loaded = false;
r_player_lowblood = false;
r_player_timeout = 0;
r_player_unconscious = false;
r_self = false;
_selection = "legs";
_damage = 0;
player setHit [_selection,_damage];
player setVariable ["hit_legs",0,true];
player setVariable ["hit_hands",0,true];
player setVariable ["messing",[dayz_hunger,dayz_thirst],true];
player setVariable ["NORRN_unconscious",false,true];
player setVariable ["startcombattimer",0,true];
player setVariable ["combattimeout",0,true];
player setVariable ["unconsciousTime",0,true];
player setVariable ["USEC_BloodQty",12000,true];
player setVariable ["USEC_infected",false,true];
player setVariable ["USEC_injured",false,true];
player setVariable ["USEC_inPain",false,true];
player setVariable ["USEC_isCardiac",false,true];
player setVariable ["USEC_lowBlood",false,true];
player setVariable ["medForceUpdate",true,true];
0 fadeSound 1;
resetCamShake;
} else {
God = 0;
cutText ["GodMode Deactivated", "PLAIN DOWN"];
fnc_usec_damageHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandler.sqf";
player_zombieCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieCheck.sqf";
player allowDamage true;
};
while {God == 1} do {
player allowDamage false;
_display = findDisplay 49;
_btnAbort = _display displayCtrl 104;
_btnAbort ctrlEnable true;
vehicle player setDamage 0;
vehicle player setFuel 1;
sleep .05;
};