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[分享] 【2023.3.1】《武装突袭3》最新的便捷版的种子:ArmA.3.v2.12.150301-SSE

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发表于 2023-4-13 18:15 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
本帖最后由 york0064 于 2023-4-18 11:10 编辑

来源:skidrowreloaded
问题:网盘下好,目测便携版,文件是117G的文件是非打包类。种子非雷客户端速度慢,外网评论可玩。

ArmA.3.v2.12.150301-SSE.torrent

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发表于 2023-4-16 13:17 | 只看该作者
免费 MOD网:   https://catalogue.smods.ru/?app=107410

游戏作弊码 教程 https://www.bilibili.com/read/cv14101943

2023年02月28号v2.12.150301版本  https://www.aliyundrive.com/s/d4qZESkgwRp

玩家无敌

player allowdamage false;


玩家无限弹药

player addeventhandler ["fired", {(_this select 0) setvehicleammo 1}]


if (isnil ("infammoON")) then { infammoON = 0; }; if (infammoON==0) then { hint "Infinite Ammo ON!"; infammoON=1; } else { infammoON=0; hint "Infinite Ammo OFF!"; }; sCode = "while {infammoON==1} do{(vehicle player) setVehicleAmmo 1;sleep 0.1;};"; [] spawn compile sCode; 


玩家载具无敌

player addeventhandler ["hit",{vehicle player setdammage 0}]; player addeventhandler ["dammaged",{vehicle player setdammage 0}]; 


虚拟武器库

["Open", [true]] call BIS_fnc_arsenal;


除草

setTerrainGrid 50;


除树

{ hideObjectGlobal _x } foreach (nearestTerrainObjects [player, ["tree"], 200]);


无限耐力(未加载ACE)。

//立即

player enableFatigue false;

// 重生后

player addEventhandler ["Respawn", {player enableFatigue false}];


禁用武器摇摆

player setCustomAimCoef 0;


玩家移动速度(1为默认速度)

player setAnimSpeedCoef 100;


背上武器

player action ["SwitchWeapon", player, player, 100];


删除目标

// 将删除你视线中心的任何物体。

deleteVehicle cursorTarget

删除载具

deleteVehicle cursorTarget


创建载具

// 将在玩家的位置生成载具。 "C_Offroad" = cfg名称.(https://community.bistudio.com/wiki/Arma_3_Assets

_veh = "C_Offroad_01_F" createVehicle position player;


_toSpawn = "O_G_Quadbike_01_F" createVehicle position player;


跳过时间

// 跳过时间 "5" = 小时数 (服务器端)

skipTime 5; 


明亮的夜晚

setApertureNew [1, 1, 14, .9];


移除雾气

// 这将完全去除Arma的雾气,视觉效果不错,但会影响性能。

0 setFog 0; forceWeatherChange; 999999 setFog 0;


地图传送

// 这将使你在地图上按Alt来自由传送。

player onMapSingleClick "if (_alt) then {player setPosATL _pos}";

或者

JAM_fnc_TP = {if (!_shift and _alt) then {vehicle player setpos _pos}};

["JAM_TP", "onMapSingleClick", JAM_fnc_TP, 0] call BIS_fnc_addStackedEventHandler;

JAM_3DTP = {vehicle player setpos (screenToWorld [0.5, 0.5]);};

player addAction ["3DTP", "[] call JAM_3DTP;"]};


加快载具速度

// 将加快当前载具的速度。建议开启无敌模式。

hint parseText "<t color='#ff0000'>氮气加速!</t>"; waituntil {!isnull (finddisplay 46)}; (findDisplay 46) displayAddEventHandler ["KeyDown","_this select 1 call MY_KEYDOWN_FNC;false;"]; MY_KEYDOWN_FNC = { _vcl = vehicle player; if(_vcl == player)exitwith{}; _nos = _vcl getvariable "nitro"; _supgrade = _vcl getvariable "supgrade"; if(isEngineOn _vcl) then { switch (_this) do { case 17: { if(isEngineOn _vcl and !isnil "_supgrade") then { _vcl SetVelocity [(velocity _vcl select 0) * 1.011, (velocity _vcl select 1) *1.011, (velocity _vcl select 2) * 0.99]; } else { _vcl setvariable ["supgrade", 1, true]; }; }; case 42: { if(isEngineOn _vcl and !isnil "_nos") then { _vcl setVelocity [(velocity _vcl select 0) * 1.01, (velocity _vcl select 1) * 1.01, (velocity _vcl select 2) * 0.99]; } else { _vcl setvariable ["nitro", 1, true]; }; }; }; }; };


自杀

// 杀死你自己或者玩家

player setdamage 1


强制重生

forceRespawn player;


炸自己的载具

vehicle player setdamage 1


治疗玩家

// 治疗你自己或者玩家

player setDamage 0;


移除玩家所有武器

// 移除你自己或者玩家所有武器

removeAllWeapons player;


摧毁目标

// 将摧毁视线中心上的任何物体。

cursortarget setdamage 1


维修载具

// 将修复你目前所乘的任何载具。

_timeForRepair = 0; _vehicle = vehicle player; hint parseText format ["<t color='#0000ff'>请等待几秒来维修/翻转</t>",_timeForRepair]; sleep _timeForRepair; if (_vehicle == player) then {_vehicle = cursorTarget;}; _vehicle setfuel 1; _vehicle setdamage 0; _vehicle = nil; vehicle = this select 0; _vehicle setvectorup [0,0,1];


移除玩家的车辆中所有燃料

vehicle player setfuel 0;


获得武器(https://community.bistudio.com/wiki/Arma_3:_CfgWeapons_Weapons

player addweaponglobal "arifle_MX_GL_F";

获得弹夹(https://community.bistudio.com/wiki/Arma_3_CfgWeapons_Items

player addMagazineGlobal "30Rnd_556x45_Stanag_Tracer_Green";


设置玩家当前武器弹药

player setAmmo [currentWeapon player, 1];




将自己或玩家传送到空中(700米高度)

_pos = getPosATL player; _pos set [2, 700]; player setPosATL _pos; player spawn bis_fnc_halo;

将自己或玩家传送到空中(有降落伞)

player addBackpack "B_Parachute"; player setPos [getPos player select 0, getPos player select 1, 700];


打拳动作。

[] spawn { player playMove "AmovPercMstpSnonWnonDnon_exerciseKata"; sleep 30; player playMove ""; }; 


公鸡头

 _expl1 = "Cock_random_F" createVehicle position player; _expl1 attachTo [player, [-0.1, 0.1, 0.15], "Head"]; _expl1 setVectorDirAndUp [ [0.5, 0.5, 0], [-0.5, 0.5, 0] ]; 


生成狗

_dog = createAgent ["Fin_random_F", getPos player, [], 5, "CAN_COLLIDE"];

https://community.bistudio.com/wiki/Arma_3:_CfgVehicles_Animals(其他动物代码)


生成海龟

"Turtle_F" createVehicle position player;




将GBU附在玩家身上

_expl1 = "Bo_GBU12_LGB" createVehicle position player; _expl1 attachTo [player, [-0.1, 0.1, 0.15], "Pelvis"]; _expl1 setVectorDirAndUp [ [0.5, 0.5, 0], [-0.5, 0.5, 0] ]; _expl2 = "Bo_GBU12_LGB" createVehicle position player; _expl2 attachTo [player, [0, 0.15, 0.15], "Pelvis"]; _expl2 setVectorDirAndUp [ [1, 0, 0], [0, 1, 0] ]; _expl3 = "Bo_GBU12_LGB" createVehicle position player; _expl3 attachTo [player, [0.1, 0.1, 0.15], "Pelvis"]; _expl3 setVectorDirAndUp [ [0.5, -0.5, 0], [0.5, 0.5, 0] ];



屏幕剧烈抖动(100代表程度,5代表时间,25代表速度)

addCamShake [100, 5, 25];


彩虹虚拟AI军团

[] spawn {["TaskSucceeded", ["", "彩虹军团来袭!"]] call BIS_fnc_showNotification; for "_i" from 5 to 100 step 5 do {_grp = createGroup west; unit = _grp createUnit ["B_Soldier_VR_F", position player, [], 100, "FORM"] ; [unit] join _grp ; unit move position player ;}; for "_i" from 5 to 100 step 5 do {_grp = createGroup west; unit = _grp createUnit ["O_Soldier_VR_F", position player, [], 100, "FORM"] ; [unit] join _grp ; unit move position player ;}; for "_i" from 5 to 100 step 5 do {_grp = createGroup west; unit = _grp createUnit ["I_Soldier_VR_F", position player, [], 100, "FORM"] ; [unit] join _grp ; unit move position player ;}; for "_i" from 5 to 100 step 5 do {_grp = createGroup west; unit = _grp createUnit ["C_Soldier_VR_F", position player, [], 100, "FORM"] ; [unit] join _grp ; unit move position player ;}; };


射出的子弹变箱子

if (isNil "B0X_CANN0N_T0GGLE") then { B0X_CANN0N_T0GGLE = 0; }; if (B0X_CANN0N_T0GGLE == 0) then { B0X_CANN0N_T0GGLE = 1;["TaskSucceeded", ["", "箱式子弹已激活"]] call BIS_fnc_showNotification; player addEventHandler ["Fired", { _null = _this spawn { _missile = _this select 6; _VEH = "Land_CargoBox_V1_F" createVehicle position player; waitUntil { _VEH attachto [_missile,[0,0,0]]; }; }; }]; } else { B0X_CANN0N_T0GGLE = 0; ["TaskFailed", ["", "箱式子弹已移除"]] call BIS_fnc_showNotification; { deleteVehicle _x; } forEach (position player nearObjects ["Land_CargoBox_V1_F",1000]); player removeEventHandler ["Fired", 0] };


射出的子弹变人

if (isNil "PL4YER_CANN0N_T0GGLE") then { PL4YER_CANN0N_T0GGLE = 0; }; if (PL4YER_CANN0N_T0GGLE == 0) then { PL4YER_CANN0N_T0GGLE = 1; ["TaskSucceeded", ["", "人式子弹已激活"]] call BIS_fnc_showNotification; player addEventHandler ["Fired", { _null = _this spawn { _missile = _this select 6; _unit = allUnits select floor(random count allUnits); waitUntil { if !(name _unit == name player) then { _unit attachto [_missile,[0,0,0]]; _unit allowDamage false; }; }; }; }]; } else { PL4YER_CANN0N_T0GGLE = 0; ["TaskFailed", ["", "人式子弹已移除"]] call BIS_fnc_showNotification; player removeEventHandler ["Fired", 0] };


射出的子弹变RPG

//"R_PG7_F", "M_NLAW_AT_F", "R_PG32V_F", "R_TBG32V_F", "M_TITAN_AT", "M_TITAN_AP", "Bo_GBU12_LGB", "BombCluster_01_Ammo_F"

player removeeventhandler["fired", FEH_missile]; FEH_missile = player addeventhandler ["fired", { _bullet = nearestObject [_this select 0,_this select 4]; _bulletpos = getPosASL _bullet; _o = "R_PG7_F" createVehicle _bulletpos; _weapdir = player weaponDirection currentWeapon player; _dist = 11; _o setPosASL []; _up = vectorUp _bullet; _o setVectorDirAndUp[_weapdir,_up]; _o setVelocity velocity _bullet; }];


射出的子弹变载具

//https://community.bistudio.com/wiki/Arma_3_CfgVehicles_WEST

player addEventHandler ["Fired", { _bullet = _this select 6;

_unit = _this select 0; _newPos = _unit modelToWorld [0,8,1];

_veh = createVehicle ["I_MRAP_03_F",_newPos,[],0,"CAN_COLLIDE"];

_veh setDir getDir _unit; _veh setVelocity velocity _bullet;

deleteVehicle _bullet; }];


zeus雷子弹(声效?)

if (isNil "PEDO_IS_FUKED" ) then {PEDO_IS_FUKED=0}; if (PEDO_IS_FUKED==0) then { PEDO_IS_FUKED=1; vehicle player removeAllEventHandlers "Fired"; hint "zeus雷子弹启用"; vehicle player addeventhandler ["Fired",{call Those_Massive_Bullets_Tho} ]; Those_Massive_Bullets_Tho = { if (isNull cursorTarget) then { PEDO_IS_A_SEXY_CUNT = screenToWorld [0.5,0.5]; } else { PEDO_IS_A_SEXY_CUNT = getpos cursorTarget; }; private ["_caller"]; _caller = _this select 0; omsz = false; _center = createCenter sideLogic; _group = createGroup _center; _target = PEDO_IS_A_SEXY_CUNT; _zlb = _group createUnit ["ModuleLightning_F",_target,[],0,""]; _thunder = ["thunder_1", "thunder_2"] call BIS_fnc_selectRandom; playSound _thunder; omscz = true; true; }; } else { PEDO_IS_FUKED=0; hint "zeus雷子弹停用"; vehicle player removeAllEventHandlers "Fired"; };


在玩家附近放置一个小沙尘暴

[player, -1, 0.8, true] call BIS_fnc_sandstorm;


彩色烟雾

// 玩家身体发出彩色烟雾。

_expl1 = "G_40mm_SmokeBlue" createVehicle position player; _expl1 attachTo [player, [-0.1, 0.1, 0.15], "Pelvis"]; _expl1 setVectorDirAndUp [ [0.5, 0.5, 0], [-0.5, 0.5, 0] ]; _expl2 = "G_40mm_SmokeOrange" createVehicle position player; _expl2 attachTo [player, [0, 0.15, 0.15], "Pelvis"]; _expl2 setVectorDirAndUp [ [1, 0, 0], [0, 1, 0] ]; _expl3 = "G_40mm_SmokePurple" createVehicle position player; _expl3 attachTo [player, [0.1, 0.1, 0.15], "Pelvis"]; _expl3 setVectorDirAndUp [ [0.5, -0.5, 0], [0.5, 0.5, 0] ];


空袭

player addAction["空袭", { meins = 1000; mein1 = { openMap[false, false]; [_pos] spawn { for '_l39' from 0 to meins do { _l87 = "M_AT"; _l88 = [_this select 0 select 0, _this select 0 select 1, (_this select 0 select 2) + 200]; _l89 = createVehicle[_l87, _l88, [], 0, "CAN_COLLIDE"]; _l89 setvelocity[random 1000.00 - 500, random 1000.00 - 500, 0]; [_l89, -90, 0] call BIS_fnc_setPitchBank; hint format["Missiles Launched \n by ThirtySix \n %1", _l39]; sleep(random 0.00001); }; }; }; titleText["Click on map to drop Airstrike", "PLAIN"]; titlefadeout 7; onMapSingleClick "_pos call mein1;"; openMap[true, false]; }, "", 50]; player addAction["Vehicle EMP", { [cursorTarget, "vehicle player setFuel 0;"] call ThirtySix; hint format["%1 \n Vehicle Stopped \n by ThirtySix", cursorTarget]; }, "", 50];


地震

[] spawn BIS_fnc_earthquake;


弹道视角

enableTracer = player addAction ["<t color='#808080'>启用弹道视角</t>", 

"[player, 1] spawn BIS_fnc_traceBullets;"]; disableTracer = player addAction ["<t color='#C0C0C0'>关闭弹道视角</t>", 

"[player, 0] spawn BIS_fnc_traceBullets;"];


玩家人肉炸弹

_charge1 = "ModuleExplosive_DemoCharge_F" createVehicle position player; 

_charge1 attachTo [player, [-0.1, 0.1, 0.15], "Pelvis"]; 

_charge1 setVectorDirAndUp [ [0.5, 0.5, 0], [-0.5, 0.5, 0] ]; 

_charge2 = "ModuleExplosive_DemoCharge_F" createVehicle position player; 

_charge2 attachTo [player, [0, 0.15, 0.15], "Pelvis"]; 

_charge2 setVectorDirAndUp [ [1, 0, 0], [0, 1, 0] ]; 

_charge3 = "ModuleExplosive_DemoCharge_F" createVehicle position player;

_charge3 attachTo [player, [0.1, 0.1, 0.15], "Pelvis"]; 

_charge3 setVectorDirAndUp [ [0.5, -0.5, 0], [0.5, 0.5, 0] ];

player addAction ["<t color='#B40404'>Detonate Vest</t>", 

"{deleteVehicle _x} forEach nearestObjects [player, ['all'], 1.5]; _trigger = createVehicle ['ModuleExplosive_DemoCharge_F', position player, [], 0, 'CAN_COLLIDE']; _trigger setDamage 1; removeAllActions player;"];


人肉炸弹(zeus控制的AI)

_charge1 = "ModuleExplosive_DemoCharge_F" createVehicle position this; 

_charge1 attachTo [this, [-0.1, 0.1, 0.15], "Pelvis"]; 

_charge1 setVectorDirAndUp [ [0.5, 0.5, 0], [-0.5, 0.5, 0] ]; 

_charge2 = "ModuleExplosive_DemoCharge_F" createVehicle position this; 

_charge2 attachTo [this, [0, 0.15, 0.15], "Pelvis"]; 

_charge2 setVectorDirAndUp [ [1, 0, 0], [0, 1, 0] ]; 

_charge3 = "ModuleExplosive_DemoCharge_F" createVehicle position this;

_charge3 attachTo [this, [0.1, 0.1, 0.15], "Pelvis"]; 

_charge3 setVectorDirAndUp [ [0.5, -0.5, 0], [0.5, 0.5, 0] ];

this allowFleeing 0;

this setCombatMode "RED";

this setskill ["courage",1];

this addAction ["<t color='#B40404'>引爆</t>", 

"{deleteVehicle _x} forEach nearestObjects [this, ['all'], 1.5]; _trigger = createVehicle ['ModuleExplosive_DemoCharge_F', position this, [], 0, 'CAN_COLLIDE']; _trigger setDamage 1;"]; 作者:迷幻-- https://www.bilibili.com/read/cv14101943 出处:bilibili
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硬硬的板凳
发表于 2023-4-20 10:51 | 只看该作者
Cracks文件夹中:(Test!),(Not recommended) Crack [CODEX].rar,Crack [SSE+CS] (manual inside).rar怎么用?????????????
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冰凉的地板
 楼主| 发表于 2023-4-23 09:32 | 只看该作者
SAEMAGMD 发表于 2023-4-20 10:51
Cracks文件夹中:(Test!),(Not recommended) Crack [CODEX].rar,Crack [SSE+CS] (manual inside).rar怎么 ...

你已经下载好开始玩了吗?我自己没下载。原理上除了Arma3其他应该都是选装的配置文件,这些是未加密补丁,需要时选其一用,有些未加密游戏会安装好未加密文件,文件里应该有使用说明?需要就选择一个解压放进本体。
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