Fun Commands

10 November, 2018

How To Use

First, you will need to be the Admin/Host of the mission you are playing. To execute the commands you will need to click ESC and then type the commands into the Debug Console. You can click Local to execute the code locally (Just For You), Server will execute the code to the server and Global will execute the code globally (to everyone).

Command List

Open Arsenal

["Open",true] spawn BIS_fnc_arsenal;

Kill Player

player setDamage 1;

Turn off Weapon Sway

player setCustomAimCoef 0;

RPG Bullets to come out of normal gun

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 [ (_bulletpos select 0) + (_weapdir select 0)*_dist, (_bulletpos select 1) + (_weapdir select 1)*_dist, (_bulletpos select 2) + (_weapdir select 2)*_dist ]; _up = vectorUp _bullet; _o setVectorDirAndUp[_weapdir,_up]; _o setVelocity velocity _bullet; }];

Different RPG Ammo Types ( use with code above )

"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"

ESP (Wallhacks)

if (isnil ("WookieESP")) then {WookieESP = 0;}; if (WookieESP==0) then
{WookieESP=1;cutText [format["Esp On"], "PLAIN DOWN"];hint "Esp
On";}else{WookieESP=0;cutText [format["Esp Off"], "PLAIN DOWN"];hint "Esp Off";};
if (WookieESP==1) then { oneachframe { _nigs = nearestobjects
[player,["CAManBase"],1400]; { if((side _x != side player) && (getPlayerUID _x
!= "") && ((player distance _x) < 1400)) then { drawIcon3D ["", [1,0,0,0.7],
GetPosATL _x, 0.1, 0.1, 45, (format ["%2 : %1m",round(player distance _x), name
_x]), 1, 0.03, "default"] } else { if((getPlayerUID _x != "") && ((player distance _x) < 1000)) then { drawIcon3D ["", [0,1,0.5,0.4], GetPosATL _x, 0.1, 0.1, 45,
(format ["%2 : %1m",round(player distance _x), name _x]), 1, 0.03, "default"] }; }; } foreach playableUnits; _noobs = nearestobjects [player,["CAManBase"],100]; {
if(((alive _x)) && ((player distance _x) < 100)) then { if((side _x != side player)
& ((player distance _x) < 100)) then { if(player distance _x < 10 && _x iskindof "CAManBase" && side _x != civilian) then { drawLine3D [[getposatl player select 0, getposatl player select 1, getposatl player select 2], _x, [1,0,0,(abs((((player
distance _x)) - 100)/100))]] }; } else { drawLine3D [[getposatl player select 0, getposatl player select 1, getposatl player select 2], _x, [0,1,0,(abs((((player
distance _x)) - 100)/100))]] }; }; } foreach playableUnits; }; } else { oneachframe {nil}; };

Aimbot (will even kill teammates)

player addEventHandler ["Fired", { _nearPlayers = player nearEntities ["CAManBase", 1000];
_nearestPlayer=objNull; _nearestPlayerDist=1000; { _dist=vehicle _x distance player; if (_x != player and _dist<_nearestPlayerDist and alive _x) then { _nearestPlayer=_x; _nearestPlayerDist=_dist; }; } forEach _nearPlayers;
_bullet = _this select 6; _head = eyePos _nearestPlayer; _bullet setPosASL _head; }];

Disables Fatigue

player enableFatigue false;

Skips Time by 5 hours

skipTime 5;

Removes all weapons

removeAllWeapons player;

destroys whatever you look at

cursortarget setdamage 1;

Make a hint

hint "N. F. Mendana is boss";

Typing Text

[ [ ["my nam jif", nil, 30] ], 0, safeZoneY + safeZoneH / 2 ] spawn BIS_fnc_typeText;

Fancy Typing Text

[ [ ["sbondFinance,", "%1"], ["GIVE ME MONEY", "%1
"], ["pls im poor", "%1", 15] ] ] spawn BIS_fnc_typeText;

Infinite Ammo

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

Pet that follows you around

SF_petFollow = {
  params["_src", "_animalType"];
 
  private["_animalClassname"];
  if ( _animalType == "Dog" ) then {
    _animalClassname = "Fin_random_F";
  };
  if ( _animalType == "Sheep" ) then {
    _animalClassname = "Sheep_random_F";
  };
  if ( _animalType == "Goat" ) then {
    _animalClassname = "Goat_random_F";
  };
  if ( _animalType == "Rabbit" ) then {
    _animalClassname = "Rabbit_F";
  };
  if ( _animalType == "Hen" ) then {
    _animalClassname = "Hen_random_F";
  };
  if ( _animalType == "Snake" ) then {
    _animalClassname = "Snake_random_F";
  };
 
  _animal = createAgent [_animalClassname, getPos _src, [], 5, "CAN_COLLIDE"];
  _animal setVariable ["BIS_fnc_animalBehaviour_disable", true];
 
  nul = [_src, _animal, _animalType] spawn {
    params["_src", "_animal", "_animalType"];
    _animalGoMove = _animalType + "_Run";
    _animalIdleMove = _animalType + "_Idle_Stop";
    if ( _animalType == "Dog" ) then {
      _animalGoMove = "Dog_Sprint";
    };
    if ( _animalType == "Rabbit" ) then {
      _animalGoMove = "Rabbit_Hop";
    };
    if ( _animalType == "Hen" ) then {
      _animalGoMove = "Hen_Walk";
    };
    if ( _animalType == "Snake" ) then {
      _animalGoMove = "Snakes_Move";
    };
    _animalMoving = true;
    _moveDist = 5;
 
    while {alive _animal} do 
    {
      if (_animal distance _src > _moveDist) then {
        if ( !_animalMoving ) then {
          _animal playMove _animalGoMove;
          _animalMoving = true;
        };
      } else {
        if ( _animalMoving ) then {
          _animal playMove _animalIdleMove;
          _animalMoving = false;
        };
      };
 
      if ( _animalMoving ) then {
        _animal moveTo getPos _src;
      };
 
      sleep 0.5;
    };
  };
};
 
[player, "Dog"] call SF_petFollow;
[player, "Sheep"] call SF_petFollow;
[player, "Goat"] call SF_petFollow;
[player, "Rabbit"] call SF_petFollow;
[player, "Hen"] call SF_petFollow;
[player, "Snake"] call SF_petFollow;

Start shooting vehicles Find Vehicle Classnames Here

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; }];

Heals Players

player setDamage 0;

Text in middle of screen

titleText ["Show this text", "PLAIN"];

Deletes any vehicle you look at

deleteVehicle cursorTarget;

repairs any vehicle fully

_timeForRepair = 0; _vehicle = vehicle player;
hint format ["Please wait %1 seconds for repair/flip",_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];

sets players ammo to 1 ( Can change )

player setAmmo [currentWeapon player, 1];

Attaches GBU

_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] ];

Gives you loads of money ( For altis life )

life_atmcash = life_atmcash + 999999;

Attaches colour smoke to player(s)


_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] ];

removes fog

0 setFog 0; forceWeatherChange; 999999 setFog 0;

Removes fuel from player vehicle

vehicle player setfuel 0;

Adds a weapon to player ( Find classnames here )

unit addPrimaryWeaponItem "Classname";
unit addSecondaryWeaponItem "Classname";

Gives god mode

player allowdamage false;

teleports people 700m in air

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

Attaches chicken to players head

_expl1 = "C o c k_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] ];

Airstrike

player addAction["Airstrike", { 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];

Gives speed upgrade to vehicles

hint "Speed upgrade loaded!"; 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]; }; }; }; }; };

Destroys player vehicle

vehicle player setdamage 1

Select where to teleport on map

openMap true; onMapSingleClick { onMapSingleClick {}; {_x setPos _pos;} forEach units group player; hint ; openMap false; };

Go Speedy! - You can change the value at the end

player setAnimSpeedCoef 100;