Arma 2 Cheats

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Umbelina Baublitz

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Aug 4, 2024, 9:30:56 PM8/4/24
to fordownnallu
Whosays you have to use them? I've never understood this arguement. "I don't like cheats, they ruin the game, so I don't want cheats in the game" How does the presence of cheats affect the way you play the game. It's much like the unlimited save games. Some people hate them, but I'll never buy a game that doesn't let me save anywhere I want to. I don't enjoy playing the same mission over and over again, memorizing where the enemy is. That is not fun. I would have never bought OFP if there weren't the savegame hacks.

Quote (DayGlow @ Feb. 16 2002,21:48)Who says you have to use them? I've never understood this arguement. "I don't like cheats, they ruin the game, so I don't want cheats in the game" How does the presence of cheats affect the way you play the game. It's much like the unlimited save games. Some people hate them, but I'll never buy a game that doesn't let me save anywhere I want to. I don't enjoy playing the same mission over and over again, memorizing where the enemy is. That is not fun. I would have never bought OFP if there weren't the savegame hacks.


I don't even know how to use the save game cheat...I just minimize the game and surf to where the save is and delete it.....but yeah I agree I hate not being able to save where you want to....it's really annoying in some games where it makes you start the whole mission over.....


You could make units invinvible by not allowing damage but this doesn't work after verion 1.0 . I may have been tempted to use cheats if the were easily accessable but they aren't so i don't, which is good for me


This page contains a list of cheats, codes, Easter eggs, tips, and other secrets for ArmA II for PC. If you've discovered a cheat you'd like to add to the page, or have a correction, please click EDIT and add it.


All of the following cheats require you to hold [Left Shift] down and then press the [Numpad - (minus)] button. Then let go and type the appropriate cheat code (capitalization doesn't matter). Nothing is displayed as you type however the key strokes are being recorded.


To unlock stand-alone mission, locate your ArmA profile first (it will be named (username).ArmAProfile, and will be either in My Documents\ArmA or in My Documents\ArmA Other Profiles.Open it in a text editor and change the section


There are no built-in cheats in Ravage. Ravage is designed to be difficult and using cheats will remove a lot of the fun. But if you really wants some cheats in single player, then you can add them using add-ons and mods.


Kronzky is a Bohemia contractor and his Support Call add-on has been around for quite a while. The ArmA 3 version works with Ravage. Although not all the functions will be usable (e.g. changing the weather only works for a short time), almost of all them are.


You can spawn vehicles, weapons and ammo (ArmA 3 defaults only) and these will be air-dropped to your current location. You can also detect enemy and friendly troops, which is particularly useful for developers testing their own missions and mods. You can also skip time and launch drones.


Support Call is really best for dropping in weapons and vehicles. It doesn't offer invincibility or any other kind of 'god mode' cheats and is one of the milder cheat options. It's accessed through the main in-game menu - during a game, press Escape and press the "Call for Support" button that has been added to the main menu. The Support Call window will then appear and you have to go back into the game to access it. It does not pause the game whilst you're accessing it.


SSPCM is a more comprehensive cheat system that allows for very powerful effects. You can use the Virtual Armory to changes clothes, weapons and every aspect of your loadout. There is also access to the Virtual Garage that allows the spawning of most ArmA 3 vehicles. It allows invincibility (for players and vehicles), teleporting (view and map-based), disabling of fatigue, Zeus operations, infinite ammo (current weapon only), bullet tracing, bullet cam, change of alliances (e.g. enemies become friendly) and you can even instantly respawn in a flying jet. It has a lot of features.


Access it through the map screen (even if you don't have a map) and pressing the "Load SSPCM" button at the top. A new entry called "Cheats!" will be added to the menu on the left side through which you can access all of its functions.


Building Arma 3 mod made easier using the Arma Dev tooling extensionThis Visual Studio Code extensions will optimize your workflow on building and signing pbo's, preview dialog controls and automate execution and installation.


The post processing option (defined in .vscode/arma-dev.json) can be helpful to run additional tasks once a command has been successfully executed.An example of running a script when for instance all files are transfered to the remote can look the following:


A long time ago on a PVE server somewhere in Russia, I remember a server where players couldn't shoot each other. If your cursor was on a player and you tried to pull the trigger nothing would happen until your cursor was off their body's silhouette. I'd like to setup something like this for my pve players to prevent "incidents". If it's possible I'm thinking it will be something in fn_selfActions (maybe) like:


Found this old mod and I'm going to try and update the code and see what I can learn from it, I don't like that it lets the player go instead of kicking them/killing them/banning them but it's a start. Last night it was out of hand, my pve server has gone from low-med pop to med-high pop in a week. Had 30 players on at the end of us peak time and when that many players are on a pve server at once, shootings tend to happen lol.


Man I had zero luck with the pvp jail script. Spent a couple hours last night working at it and never could get all of it to work with 1061a. The jail would show up, remote messages worked, just the actual script itself as far recognizing that you killed a player and teleporting you to the jail is what isn't working - It's got to be an incompatiability with what gets added to the bottom of server_playerDied. I checked for variables that have changed since 1051 and couldn't find any any old ones, I think it's got something to do with the _killer variable perhabs, might just need to update it to "isKiller" or something like that - I tried a lot of things and couldn't get that part working so tonight I'm going to focus on the snippet of code I posted after that and see if I can get a working result out of that. I believe the person who posted it got it from here:


Lance, I tried installing that script in 1051 and it didn't work back then either brother. Unfortunately, it's really hard to turn off friendly fire in this game. I just set up a 500m player detector in the debug monitor, and made it so nameplates were always on.


Well that's good news - what I did was, in fn_damageHandler: added the edit on line 80 and repacked my dayz_code.pbo, do I need to be redirecting that whole file to the custom folder inside my mission via custom compiles? In the meantime here's the edit I made


I was doing everything right (once I moved the fn_damageHandler to my mission folder) but one of my mods is locking my damagehanlder and forcing it, so the code to exit script doesn't work. My server is heavily modded so to find out which mod is causing the issue I'm going to setup a from scratch overpoch server tonight, set the damagehandler exit first thing and make sure that works and then I'll add my mods back in one at a time and test function until I identify which mod is the culprit, and I'll report back here with my findings.


Many thanks to Salival and Jason not only for their help on this bug but for all the work they do for the mod, admins, and players which helps keep the a2 epoch community rolling along. Much appreciated guys!


Watching this with interest. I'm helping someone with a pve server as he has no coding knowledge, so I'm doing it all for him. Pretty sure this is something he would like, so once you figure it out, I'd be interested on hearing it.


EDIT: The damagehandler is working now but two issues 1. God mode safe zones stopped working and you can also fire in the safe zone now so something early in the script isn't working, and 2. You can't kill a player but you can trigger an infistar knockout so to curb trolling I'm going to find that part of the infistar code and see if I can comment it out or something. I'm going to peek at the god-mode-trader script and see what I've missed first. - oh and interaction with zombies and AI is completely normal from both directions, I can kill them still, they can kill me still so that's working like I want it to so far.


Well I couldn't sleep wondering if that edit was going to fix it so I got back up and tested - Salival, you nailed it. So now if players use guns or explosives on another player they'll survive. If they shoot AI they die, and vice versa, same for zombies and if zombies attack the player takes damage, and now tested fall damage after re-verifying everything - Case closed! Thanks a ton for the help, this will seriously cut down on the "Bobby shot Tommy over a mission" notifications I have to see each day.

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