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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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