Dayz Menu base [M0nky]

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Dayz Menu base [M0nky]
Credits : m0nky , bob, hangender?

Code:
waitUntil {!(isNull (findDisplay 46))};
fnx1 = false;
fnx2 = {(findDisplay 6900) displayCtrl _this;};
if (isNil "fnx3") then {fnx3 = [];};
fnx4 =
{
	fnx5 = fnx5 + ["","","0","1","0","0",[]];
	fnx5 = fnx5 + [" Spawn Scripts ","","0","1","0","0",[]];
	fnx5 = fnx5 + ["","","0","1","0","0",[]];
	fnx5 = fnx5 + ["     Spawn Vehicle","Vehicles","0","0","1","0",[]];
	fnx5 = fnx5 + ["     Spawn Buildings & Objects","Objects","0","0","1","0",[]];
	fnx5 = fnx5 + ["     Spawn Weapons & Items","Weaponz","0","0","1","0",[]];
	fnx5 = fnx5 + ["","","0","1","0","0",[]];
	fnx5 = fnx5 + [" Toggleable Scripts ","","0","1","0","0",[]];
	fnx5 = fnx5 + ["","","0","1","0","0",[]];
	fnx5 = fnx5 + ["","","0","1","0","0",[]];
	fnx5 = fnx5 + [" Targeted Scripts ","","0","1","0","0",[]];
	fnx5 = fnx5 + ["","","0","1","0","0",[]];
	fnx5 = fnx5 + ["","","0","1","0","0",[]];
	fnx5 = fnx5 + [" Miscellaneous ","","0","1","0","0",[]];
	fnx5 = fnx5 + ["","","0","1","0","0",[]];	
};
fnx6 =
{
	_toggle = _this select 0;
	if !(_toggle in fnx3) then
	{
		lbSetColor [2, _toggle, [0, 1, 0, 1]];
		fnx3 = fnx3 + [_toggle];
	}
	else
	{
		lbSetColor [2, _toggle, [1, 0, 0, 1]];
		fnx3 = fnx3 - [_toggle];
	};
};
fnx8 =
{
	_isran = false;
	_code = fnx5 select ((lbCurSel 2))*7+1;
	_istoggle = fnx5 select ((lbCurSel 2))*7+2;
	_istitle = fnx5 select ((lbCurSel 2))*7+3;
	_issubmenu = fnx5 select ((lbCurSel 2))*7+4;
	_isplayer = fnx5 select ((lbCurSel 2))*7+5;
	if (_istitle == "1") exitWith {};
	if (_issubmenu == "1") then
	{
		if (_code == "Vehicles") exitWith {call fnx9};
		if (_code == "Objects") exitWith {call fnx10};
		if (_code == "Weaponz") exitWith {call fnx11};
		if (_code == "BACK") exitWith {call fnx12};
	};
	if (fnx1) then
	{
		call compile _code;
		_isran = true;
	};
	if (_istoggle == "1") then
	{
		[] spawn _code;
		[lbCurSel 2] call fnx6;
		_isran = true;
	};
	if (_isplayer == "1") then
	{
		if ((lbCurSel 1) >= 0) then
		{
			[lbtext [1, (lbCurSel 1)]] spawn _code;
			_isran = true;
		}
		else
		{
			hint "Select a player!";
			_isran = true;
		};
	};
	if ((_isplayer == "0") && !_isran && (typeName _code != "STRING")) then {[] spawn _code;};
};
fnx12 =
{
	fnx1 = false;
	_ctrl = 2 call fnx2;
	lbclear _ctrl;
	fnx5 = [];
	call fnx4;
	for [{_num = 0}, {_num <= count(fnx5)-1}, {_num = _num+7}] do
	{
		_index = _ctrl lbAdd format["%1", fnx5 select _num];
		_togglable = fnx5 select (_num+2);
		_istitle = fnx5 select (_num+3);
		_issubmenu = fnx5 select (_num+4);
		_thcolor = fnx5 select (_num+6);
		if (count _thcolor == 0) then
		{
			_ctrl lbSetColor [(lbsize _ctrl)-1, [1, 1, 1, 1]];
		} else {_ctrl lbSetColor [(lbsize _ctrl)-1, _thcolor];};
		if (_togglable == "1") then
		{
			if (_index in fnx3) then
			{
				_ctrl lbSetColor [(lbsize _ctrl)-1, [0, 1, 0, 1]];
			} else {_ctrl lbSetColor [(lbsize _ctrl)-1, [1, 0, 0, 1]];};
		};
		if (_istitle == "1") then {_ctrl lbSetColor [(lbsize _ctrl)-1, [0.0, 0.6, 1.0, 1.0]];};
		if (_issubmenu == "1") then {_ctrl lbSetColor [(lbsize _ctrl)-1, [0.9, 0.44, 0, 1]];};
	};
};
fnx13 =
{
	disableSerialization;
	while {!(isNull (findDisplay 6900))} do
	{
		_count = count playableUnits;
		_ctrl = 1 call fnx2;
		lbclear _ctrl;
		{
			if (getPlayerUID _x != "") then
			{
				_ctrl lbAdd format ["%1", name _x];
				_ctrl lbSetData [(lbsize _ctrl)-1, "1"];
				_ctrl lbSetColor [(lbsize _ctrl)-1, [0.0, 0.6, 1.0, 1.0]];
			};
		} forEach ([6800, 9200, 0] nearEntities [["AllVehicles"], 11000]);
		lbSort _ctrl;
		sleep 3;
		waitUntil {_count != (count playableUnits)};
	};
};
fnx9 =
{
	fnx1 = true;
	_ctrl = 2 call fnx2;
	lbclear _ctrl;
	_spwx = "['%1'] call fnx21;";
	fnx5 = [];
	fnx5 = fnx5 + ["BACK","BACK","0","0","1","0",[0, 1, 0, 1]];
	_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) && (getText (_vehicle >> "picture") != "") && (((_veh_type isKindOf "LandVehicle") or (_veh_type isKindOf "Air") or (_veh_type isKindOf "Boat"))) && !((_veh_type isKindOf "ParachuteBase") or (_veh_type isKindOf "BIS_Steerable_Parachute"))) then
			{
				fnx5 = fnx5 + [_veh_type,format[_spwx,_veh_type],"0","0","0","0",[]];
			};
		};
	};
	for [{_num = 0}, {_num <= count(fnx5)-1}, {_num = _num+7}] do
	{
		_index     = _ctrl lbAdd format ["%1",fnx5 select _num];
		_issubmenu = fnx5 select (_num+4);
		_thcolor   = fnx5 select (_num+6);
		if (count _thcolor == 0) then
		{
			_ctrl lbSetColor [(lbsize _ctrl)-1, [1, 1, 1, 1]];
		} else {_ctrl lbSetColor [(lbsize _ctrl)-1, _thcolor];};
	};
};
fnx10 =
{
	fnx1 = true;
	_ctrl = 2 call fnx2;
	lbclear _ctrl;
	_spwx = "['%1'] call fnx20;";
	fnx5 = [];
	fnx5 = fnx5 + ["BACK","BACK","0","0","1","0",[0, 1, 0, 1]];
	_cfgobjects = configFile >> "cfgVehicles";
	for "_i" from 0 to (count _cfgobjects)-1 do
	{
		_object = _cfgobjects select _i;
		if (isClass _object) then
		{
			_obj_type = configName _object;
			if ((getNumber (_object >> "scope") == 2) && (getText (_object >> "picture") != "") && !((_obj_type isKindOf "ParachuteBase") or (_obj_type isKindOf "BIS_Steerable_Parachute")) && (_obj_type isKindOf "Building")) then
			{
				fnx5 = fnx5 + [_obj_type,format[_spwx,_obj_type],"0","0","0","0",[]];
			};
		};
	};
	for [{_num = 0}, {_num <= count(fnx5)-1}, {_num = _num+7}] do
	{
		_index = _ctrl lbAdd format ["%1", fnx5 select _num];
		_issubmenu = fnx5 select (_num+4);
		_thcolor   = fnx5 select (_num+6);
		if (count _thcolor == 0) then
		{
			_ctrl lbSetColor [(lbsize _ctrl)-1, [1, 1, 1, 1]];
		} else {_ctrl lbSetColor [(lbsize _ctrl)-1, _thcolor];};
	};
};
fnx11 =
{
	fnx1 = true;
	_ctrl = 2 call fnx2;
	lbclear _ctrl;
	_spwx = "['%1'] spawn fnx15;";
	fnx5 = [];
	fnx5 = fnx5 + ["BACK","BACK","0","0","1","0",[0, 1, 0, 1]];
	_cfgweapons = configFile >> 'cfgWeapons';
	for "_i" from 0 to (count _cfgweapons)-1 do
	{
		_weapon = _cfgweapons select _i;
		if (isClass _weapon) then
		{
			_wpn_type = configName _weapon;
			if ((getNumber (_weapon >> "scope") == 0) or (getNumber (_weapon >> "scope") == 2)) then
			{
				fnx5 = fnx5 + [_wpn_type,format[_spwx,_wpn_type],"0","0","0","0",[]];
			};
		};
	};
	for [{_num = 0}, {_num <= count(fnx5)-1}, {_num = _num+7}] do
	{
		_index     = _ctrl lbAdd format["%1", fnx5 select _num];
		_issubmenu = fnx5 select (_num+4);
		_thcolor   = fnx5 select (_num+6);
		if (count _thcolor == 0) then
		{
			_ctrl lbSetColor [(lbsize _ctrl)-1, [1, 1, 1, 1]];
		} else {_ctrl lbSetColor [(lbsize _ctrl)-1, _thcolor];};
	};
};
fnx14 =
{
	if (isNull (findDisplay 6900)) then
	{
		_rapid = ("R"+"s"+"c"+"C"+"o"+"n"+"f"+"i"+"g"+"E"+"d"+"i"+"t"+"o"+"r"+"_"+"M"+"a"+"i"+"n");
		_i = ["createDialog",createDialog _rapid];
		_ctrl = 3 call fnx2;
		_ctrl ctrlSetText "Menu";
		_ctrl ctrlSetTextColor [1, 0.75, 0, 1];
		_ctrl = 2 call fnx2;
		_ctrl ctrlSetEventHandler [("L"+"B"+"D"+"b"+"l"+"C"+"l"+"i"+"c"+"k"), "call fnx8;"];
		call fnx12;
		[] spawn fnx13;
	};
};
fnx15 =
{
	_item = _this select 0;
	_config = [_item];
	_isOK = [player,_config] call BIS_fnc_invAdd;
	_mags = getArray(configfile >> 'cfgWeapons' >> _item >> 'magazines');
	_config = _mags select 0;
	_isOK = [player,_config] call BIS_fnc_invAdd;
	_isOK = [player,_config] call BIS_fnc_invAdd;
	_isOK = [player,_config] call BIS_fnc_invAdd;
	player selectWeapon _item;
	reload player;
};

monkyinterrupt = dayz_spaceInterrupt;
dayz_spaceInterrupt =
{
	_this call monkyinterrupt;
	if (_this select 1 == 0x40) then {call fnx14;};
};
Monky's menu base
tries to bypass infistar lol.

How to make undetected on infistar :
addons.pbo
Make custom dialog
Would do it but I do not have arma 2 installed on this pc and 2lazy to rebuy the game . Then I would have to make a script executor . cba
Quote Originally Posted by Mizzle420420 View Post
I love you u mizzle <3 <3 <3 <3 . Found this while formatting my pc. pretty useless but shows how monky forgot a lot about scripting
Breaking story. This is what monky does on the side for money.
worked thank good job
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