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Showing results for tags 'hack'.
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Complicated terminal hacking script
Dj Rolnik posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey all, I am relatively new to the forums so please cut me some slack if I do something wrong :) Apologies if this has been answered already, but I have not been able to find it anywhere on he interwebs.. I am working on a mission where a team accompanied by a hacker moves into a building where the hacker hacks into a data terminal. With the help of some YouTube videos I managed to come up with a script for hacking the terminal and failing the hack (intended). However, I would like to allow the hacker to have the ability to input a previously found code to unlock the access to the terminal - obviously, without the code the terminal would have to remain unresponsive. The problem I see here is twofold: a) how to give the player the addaction to input digits by himself which would then trigger the automatic hacking script b) how to make the hack addaction appear only after the code has been found To add to it, I would like the hacker to be the only player who can do that procedure and the only player seeing the hints appearing during the procedure - I managed to get the hacking part to appear only for the hacker. This is the intended flow (green are bits I got working): 1. The terminal is inactive/non interactive/not working 2. The team finds the code on a nearby tablet - the terminal becomes interactive 3. The hacker uses an action on the terminal and inputs the code manually - In case of the hacker using a wrong code, the terminal hints the player with "Incorrect code", shuts down and triggers an alarm 4. The terminal accepts the code 5. The terminal starts the automatic hacking script when the hacker uses the "Hack" action 6. The terminal recognizes the login is unathorized and shuts down triggering an alarm This is the script that I have so far: The terminal itself has this in its init: if (isPlayer hacker) then { this addAction ["Hack", "DataTerminal.sqf"]}; DataTerminal.sqf _object = _this select 0; _caller = _this select 1; _id = _this select 2; _object removeaction _id; [_object,3] call BIS_fnc_dataTerminalAnimate; if (name z == name z) then {hint "Logging into the system..."}; sleep 10; if (name z == name z) then {hint "Hacking in progress: 0%"}; sleep 2; if (name z == name z) then {hint "Hacking in progress: 1%"}; sleep 0.5; if (name z == name z) then {hint "Hacking in progress: 2%"}; sleep 0.5; if (name z == name z) then {hint "Hacking in progress: 3%"}; sleep 0.5; if (name z == name z) then {hint "Hacking in progress: 4%"}; sleep 0.5; if (name z == name z) then {hint "Hacking in progress: 5%"}; sleep 0.5; if (name z == name z) then {hint "Hacking in progress: 6%"}; sleep 0.5; if (name z == name z) then {hint "Hacking in progress: 7%"}; sleep 0.5; if (name z == name z) then {hint "Hacking in progress: 8%"}; sleep 0.5; if (name z == name z) then {hint "Hacking in progress: 9%"}; sleep 0.5; if (name z == name z) then {hint "Hacking in progress: 10%"}; sleep 0.5; if (name z == name z) then {hint "Unauthorized login detected..."}; sleep 2.5; if (name z == name z) then {hint "Shutting down..."}; [_object,0] call BIS_fnc_dataTerminalAnimate; deleteVehicle box1; in the above example, box1 is just an invisible helipad which acts as a criteria for a trigger launching an alarm sound. Thanks a lot for your help in advance. I appreciate this may be a bit mind boggling (if possible to acheive even) but I do appreciate anyone who takes a minute and thinks he may be able to provide any help. Cheers, Adam -
Wow, can anyone tell me how to get hold of the cheat AAIIMMWWAARREE..NNEETT is using? It's really impressive! Meantime I'd advise anyone who sees that name (pretty distinctive) to log out of that particular game