[Features]
- Fully opensource
- Based on the great dayzdb map
- Javascript-based, runs in browser
- Easily adaptable to new Arma versions
- Zoom function
- Displays Players
- Displays Vehicles
- Displays Tents
- Displays Corpses
- Auto-center function
[License]
You find the license in the "License.txt" file. By running DayzNavigator you agree to the license. I will not replace any CD-Keys in case you get banned.
[Instructions]
- Update to at least Arma 97239 (by hand!)
- Extract somewhere
- (To use Lingor Island version delete the "ssl3.dll" and rename the "ssl3.dll.backup" to "ssl3.dll")
- Launch firefox (or a different 32bit-process named 'foo.exe')
- Launch 'plugin-container.exe' (or launch 'plugin-container.exe' with the command line argument 'foo.exe')
- In your system browser a log window should open
- Launch DayZ (Doesn't matter how, SixLauncher, Dayzcommander, Custom shortcut etc...)
[Screenshot]
[Note]
The Injector is not open-source. It contains a basic manual-mapper with some extra anti-detection. As it doesn't run while battle-eye is active, recompilation is not necessary.
[Faq]
What do I need to make DayZNavigator work flawless?
A brain, common sense, basic knowledge of computer, attitude that doesn't piss off any veteran/mods, time and a F****** ability to read!
It doesn't work!
In case of missing dll's/crashes you need the Visual Studio 2010 CRT!
Did you start it as the administrator? Is the version outdated? (see below).
What map does it support?
At the moment it only supports Chernarus and Lingor Island, but that doesn't mean it won't show anything on the other maps, the map image won't just match, that's all.
How do I add custom vehicles?
This link has literally everything you need to add a custom vehicle (except the vehicles class-ids).
How do I add custom player skins?
This Link shows you what file to edit and where to edit.
Omg I don't know the player/vehicle class-ids, where can I find them?
Vehicles Part 1/Vehicles Part 2 and Player skins (Those are default ones, the server/mod might have custom ones, and you can find those by a. look through the source codes of the mod/map b. search class-ids by using custom-made program that searches unknowns from specific offsets c. just stfu and wait for someone to post it)
Ok, I edited everything like the instructions, and still it doesn't show vehicles/players that I added
Have you compiled the new sources? Are you sure you're injecting the new DLL? Are you sure you've edited the correct part/file? If you have truly done everything like the instructions says, and still having the problem... Post it in this thread, and be AS SPECIFIC AS YOU CAN, we can't read your minds...
Omg I cannot compile it! MS's tutorial is too hard for my brain!!
Ok well read this and if you still can't do it... go cry in the corner of the room...
when will "insert any function" be added?
If you're lucky then maybe next patch, If not? Then never... Simple as that, you have the source code, you have the permission to edit/modify it... So do it, if you can't then try to learn, because you're lucky enough sd333221 decided to release a source code.
How can I be sure this is undetected?
You can't, simple as that. Use it at your own risk.
Can server admin uses *insert anti-cheat/hack* to detect dayznavigator?
No, simple as that... Only Battleye can detect this, because it is an external, with a lot of anti-detection features... Unless, server's admin caught you red-handed(using spectating tools or their own navigator).
[Known bugs]
[How to report a problems/issues/bugs/bans]
First of all, be as specific as you can!
How did it happened?
What you did before it happened?
What were you doing at the time?
What map were you using?
Was it original navigator or did you modified it? If so what did you do?
How long into the game did it happened?
What OS are you using?
and whatever you think may help to fix/analyze the problem.
[Shoutouts (alphabetical order)]
Darky.hax
fatboy88 - Thanks for the DirectX stuff
James - Without him the v3.6 would have not been possible
m101jay - Method of getting player names & entity table locations. Also general item idea and code.
tSpartak - Player directions
Code:
[Changelog]
- v1.0 - Initial release
- v2.0 - Undetected again!
Autorefresh is enabled by default to make the hack more intuitive.
This now operates as a manually mapped dll, all script-files get dynamically generated with random names.
No more console window - Log gets displayed as a html-page too.
Added direction indicator for local player.
Local player will now also be displayed when inside a vehicle.- v2.1 - Using a method by m101jay to get all entities - now crashes are properly shown again
- v2.2 - Updated offsets for Arma v. 96584, reduced default refresh delay to 1 second, loader now asks for admin permissions via manifest.
- v2.3 - Added Lingor Island. To enable the LI version delete the "ssl3.dll" and rename the "ssl3.dll.backup" to "ssl3.dll"
- Updated to Arma beta 96751- v2.4 - Updated offsets for Arma v. 96836
- Reworked the loader because of the compability issues. If you get an error run "safemode.bat" to inject into dxdiag.exe (will be opened). If it still doesn't work you probably haven't the newest visual studio crt.
- Added a lot of cars
- Some minor fixes suggested by the community (unfortunately i lost the specific credit list)- v2.5 - Offsets will now be calculated automatically at program start via pattern scan
- v2.6 - Fixed an issue that stopped most vehicles from being displayed. Toggling buttons should work again. Autocenter should work again. Fixed a small logic error reported by Jman420
- v2.7 - Added a great patch by tSpartak to show player directions. Escaping quotes in player names as they otherwise break the javascript code. Added Skoda vehicle. Added buttons to dynamically change the refresh delay of the map from 1-20 seconds
- v2.8 - Fixed that enemys were misplaced because of the rotation code.
Fixed a bug that could occur when enemys looked north (reported by tSpartak)- v3.0 - Undetected again. Fixed an issue with the loader that caused the anti-pattern scan not to be intact. Increased entropy of module relocator
- v3.1 - Fixed for arma 97239 and newer
- v3.2 - The main-thread is called via a gate to make it impossible to get the eip of the main module
- v3.3 - Fixed the problem with an 'invalid API-key'. Added a button to draw markers outside of the map (following a suggestion by tSpartak). This greatly slows the drawing down, therefore it is recommended to use in combination with 'Manual Refresh' only
- v3.4 - Fixed a couple of major leaks detected by unkn
- v3.5 - Shows the currently selected gun/item of enemy players
- v3.6 - Undetected again. Added Register-Masks to cover the state of the program while sleeping. While executing the player-scan the game will paused to avoid register-scans - this can still have performance issues so report back how it performs for you.
- v3.7 - Changed the method to freeze the game (in tests this fixed the Gamehack kicks and improved the performance). Fixed the protection against new threads being applied in the wrong order sometimes.
- v3.8 - Added a method that will encrypt the application while Arma is running with a polymorphic routine, the module is thus completely concealed while BE scans. Fixed autocenter.
- v4.0 - Added all DayZDB maps (Chernaus,Lingor,Takistan,Fallujah,Namalsk,Panthera) which can now be changed on-the-fly. The players should be shown in the correct location if you chose the right map (not all player/vehicle classes are added at the moment).
Added a method to export the map for later use/to share with your friends. Note that the saved map is a memory snippet from the moment when you press save and doesn't represent what you currently see if you didn't update or already closed the navi.