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  1. #1
    tehdestroyer's Avatar
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    Wall Hack Release

    Oh lolz i completely forgot about releasing this sry. lol

    Go to bfheroes/objects folder and find Weapons_server.zip.
    Open it.

    Go to handheld.

    Find "Default_GER_[Your Weapon here].tweak for german or
    Default_BRI_[Your Weapon here].tweak and open it.

    Between any
    rem ---EndComp ---
    rem ---BeginComp

    Put this

    For Germans
    Code:
    rem ---BeginComp:Ability ---
    ObjectTemplate.createComponent Ability
    ObjectTemplate.ability.addWeaponTemplate SeeEnemySoldiers_GER_lvl5
    ObjectTemplate.ability.seeThroughWalls 1
    ObjectTemplate.ability.userFlashColor 0/0/1
    ObjectTemplate.ability.flashInterval .01
    ObjectTemplate.ability.flashDuration -1
    ObjectTemplate.ability.userEffect EffectUnique_03 10
    rem ---EndComp ---
    For British
    Code:
    rem ---BeginComp:Ability ---
    ObjectTemplate.createComponent Ability
    ObjectTemplate.ability.addWeaponTemplate SeeEnemySoldiers_BRI_lvl5
    ObjectTemplate.ability.seeThroughWalls 1
    ObjectTemplate.ability.userFlashColor 0/0/1
    ObjectTemplate.ability.flashInterval .01
    ObjectTemplate.ability.flashDuration -1
    ObjectTemplate.ability.userEffect EffectUnique_03 10
    rem ---EndComp ---
    Save and your done!
    Have fun!


    I wont be on here anymore so have someone who can get it working help you if your having problems

  2. The Following 10 Users Say Thank You to tehdestroyer For This Useful Post:

    Ahmadhameed (09-18-2009),Bizon_xD (08-15-2009),chainsawdaz (07-28-2009),dreamside (08-28-2009),mattert (08-02-2009),ned91243 (07-29-2009),ronaldoblue (07-29-2009),Spiidi (07-28-2009),TE0I0TEJIb (07-28-2009),xmagnetx (07-28-2009)

  3. #2
    nomadzisko's Avatar
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    meaby some screens ?

  4. #3
    chainsawdaz's Avatar
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    yea but BFH is updating now

  5. #4
    Spiidi's Avatar
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    Lol nice if this works, Im going to test the burning bullets with sniper or piercing bullets with smg

  6. #5
    grillgn's Avatar
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    what this wall hack do? i can see ppl through the wall, or i can hit ppl through the wall?

  7. #6
    chainsawdaz's Avatar
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    basicly it gives you 6th sense on any hero perma so you can see through walls when holding the weapon

  8. #7
    Fhayer's Avatar
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    I go test this wallhack

  9. #8
    Fhayer's Avatar
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    Doesn't work..

  10. #9
    Ranbaxy's Avatar
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    yo do u need to replace the existing codes ? or u just need to type in new rem---BeginComp-- and rem---EndComp...then u paste the code (without replacing the existing codes)?

  11. #10
    nomadzisko's Avatar
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    Its works. great job .

  12. #11
    Ranbaxy's Avatar
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    umm can anybody answer my question? can u just show me an example of the script that is already tweaked?

  13. #12
    TE0I0TEJIb's Avatar
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    Quote Originally Posted by Ranbaxy View Post
    umm can anybody answer my question? can u just show me an example of the script that is already tweaked?
    Code:
    rem *** Generated with Bf2Editor.exe [created: 2007/11/23 16:21]
    GeometryTemplate.setSubGeometryLodDistance 1 0 6
    GeometryTemplate.setSubGeometryLodDistance 1 1 17
    GeometryTemplate.compressVertexData 1
    GeometryTemplate.maxTextureRepeat 16
    rem ObjectTemplate.activeSafe GenericFireArm bri_sniperrifle_leeenfield
    ObjectTemplate.creator DICE-DMOD2:dmod
    ObjectTemplate.modifiedByUser "kfredriksson"
    ObjectTemplate.saveInSeparateFile 1
    rem ---BeginComp:WeaponHud ---
    ObjectTemplate.createComponent WeaponHud
    ObjectTemplate.weaponHud.weaponIcon Ingame\Weapons\weapon3013.tga
    ObjectTemplate.weaponHud.selectIcon Ingame\Weapons\weapon3013.tga
    ObjectTemplate.weaponHud.notSelectedIcon Ingame\Weapons\weapon3013n.tga
    ObjectTemplate.weaponHud.guiIndex 0
    ObjectTemplate.weaponHud.altGuiIndex 1
    ObjectTemplate.weaponHud.hasFireRate 0
    ObjectTemplate.weaponHud.hasRangeFinder 1
    ObjectTemplate.weaponHud.addShowOnCamMode 3
    rem ---EndComp ---
    rem ---BeginComp:Ability ---
    ObjectTemplate.createComponent Ability
    ObjectTemplate.ability.addWeaponTemplate SeeEnemySoldiers_GER_lvl5
    ObjectTemplate.ability.seeThroughWalls 1
    ObjectTemplate.ability.userFlashColor 0/0/1
    ObjectTemplate.ability.flashInterval .01
    ObjectTemplate.ability.flashDuration -1
    ObjectTemplate.ability.userEffect EffectUnique_03 10
    rem ---EndComp ---
    rem ---BeginComp:SingleFireComp ---
    ObjectTemplate.createComponent SingleFireComp
    ObjectTemplate.fire****undsPerMinute 120
    ObjectTemplate.fire.projectileStartPositionStand 0/.47/0
    ObjectTemplate.fire.projectileStartPositionCrouch 0/-.05/0
    ObjectTemplate.fire.criticalHitChance 0.15
    ObjectTemplate.fire.criticalHitDamage 24
    ObjectTemplate.fire.busyUntilButtonRelease 1
    ObjectTemplate.fire.allowZoomOnRof 1
    ObjectTemplate.fire.alwaysFireFromWeapon 1
    rem ---EndComp ---
    rem ---BeginComp:DefaultAmmoComp ---
    ObjectTemplate.createComponent DefaultAmmoComp
    ObjectTemplate.ammo.ammoType 1
    ObjectTemplate.ammo.nrOfMags -1
    ObjectTemplate.ammo.magSize 4
    ObjectTemplate.ammo.reloadTime 6
    ObjectTemplate.ammo.reloadWithoutPlayer 1
    rem ---EndComp ---
    rem ---BeginComp:SoldierBasedRecoilComp ---
    ObjectTemplate.createComponent SoldierBasedRecoilComp
    ObjectTemplate.recoil.hasRecoilForce 1
    ObjectTemplate.recoil.goBackOnRecoil 0
    ObjectTemplate.recoil.recoilForceUp CRD_UNIFORM/0.35/0.75/0
    ObjectTemplate.recoil.recoilForceLeftRight CRD_UNIFORM/0/0/0
    rem ---EndComp ---
    rem ---BeginComp:SoldierDeviationComp ---
    ObjectTemplate.createComponent SoldierDeviationComp
    ObjectTemplate.deviation.minDev 40
    ObjectTemplate.deviation.setTurnDev 0 0 0 0
    ObjectTemplate.deviation.setSpeedDev 0 0 0 0
    ObjectTemplate.deviation.setMiscDev 0 0 0
    ObjectTemplate.deviation.minDevModZoom 0
    ObjectTemplate.deviation.devModZoom 0
    ObjectTemplate.deviation.syncDev 1
    rem ---EndComp ---
    rem ---BeginComp:DefaultSoundComp ---
    ObjectTemplate.createComponent DefaultSoundComp
    rem ---EndComp ---
    rem ---BeginComp:DefaultAnimationComp ---
    ObjectTemplate.createComponent DefaultAnimationComp
    rem ---EndComp ---
    rem ---BeginComp:DefaultZoomComp ---
    ObjectTemplate.createComponent DefaultZoomComp
    ObjectTemplate.zoom.zoomDelay 0.18
    ObjectTemplate.zoom.zoomLod 1
    ObjectTemplate.zoom.addZoomFactor 0 9
    ObjectTemplate.zoom.addZoomFactor 0.25 3
    ObjectTemplate.zoom.disableMuzzleWhenZoomed 1
    ObjectTemplate.zoom.zoomFineTuneSteps 12
    ObjectTemplate.zoom.useZoomFineTuning 1
    rem ---EndComp ---
    ObjectTemplate.createComponent DefaultGunSwayComp
    ObjectTemplate.sway.gunSwayUseZoom 2
    ObjectTemplate.sway.gunSwayPitchSteps 0
    ObjectTemplate.sway.gunSwayPitchFactor 0
    ObjectTemplate.sway.gunSwayPitchMax 0
    ObjectTemplate.sway.gunSwayPitchUpdateRate 0
    ObjectTemplate.sway.gunSwayPitchSmoothFactor 0
    ObjectTemplate.sway.gunSwayPitchSmoothMax 0
    ObjectTemplate.sway.gunSwayPitchSmoothThreshold 0
    ObjectTemplate.sway.stabilityRecoverTime 0
    ObjectTemplate.sway.stabilityTime 0
    ObjectTemplate.sway.stabilityDuration 0
    ObjectTemplate.sway.stabilityDurationRecoverTime 0
    rem --- EndComp ---
    rem ObjectTemplate.geometry BRI_SniperRifle_LeeEnfield
    ObjectTemplate.floaterMod 0
    ObjectTemplate.hasMobilePhysics 0
    ObjectTemplate.hasCollisionPhysics 1
    ObjectTemplate.physicsType Mesh
    rem -------------------------------------
    ObjectTemplate.addTemplate e_muzz_sniper
    ObjectTemplate.setPosition 0/0.07239/0.98468
    ObjectTemplate.addTemplate e_shellejection_50cal
    ObjectTemplate.setPosition 0/0.07239/0.05361
    rem -------------------------------------
    ObjectTemplate.projectileTemplate v_arg1
    ObjectTemplate.keepProjectiles 5
    ObjectTemplate.velocity 1200
    ObjectTemplate.itemIndex 1
    ObjectTemplate.altItemIndex 10
    ObjectTemplate.delayToUse .2
    ObjectTemplate.weaponsItemType WITSniperRifle
    ObjectTemplate.allowEmoteAnimation 1
    ObjectTemplate.isDefaultWeapon 1
    ObjectTemplate.inheritParentSpeed 0
    
    ObjectTemplate.create GenericProjectile v_arg1
    ObjectTemplate.addTemplate e_sniper_trail
    ObjectTemplate.createNotInGrid 1
    ObjectTemplate.createdInEditor 1
    rem ---BeginComp:DefaultCollisionComp ---
    ObjectTemplate.createComponent DefaultCollisionComp
    rem ---EndComp ---
    rem ---BeginComp:DefaultProjSoundComp ---
    ObjectTemplate.createComponent DefaultProjSoundComp
    rem ---EndComp ---
    rem ---BeginComp:DefaultRicochetComp ---
    ObjectTemplate.createComponent DefaultRicochetComp
    rem ---EndComp ---
    rem ---BeginComp:DefaultPenetrateComp ---
    ObjectTemplate.createComponent DefaultPenetrateComp
    rem ---EndComp ---
    ObjectTemplate.gravityModifier 0
    ObjectTemplate.floaterMod 0
    ObjectTemplate.hasMobilePhysics 1
    ObjectTemplate.hasCollisionPhysics 1
    ObjectTemplate.physicsType Point
    ObjectTemplate.collisionGroups 8
    ObjectTemplate.material 39
    rem -------------------------------------
    ObjectTemplate.timeToLive CRD_NONE/0.35/0/0
    ObjectTemplate.material 39
    ObjectTemplate.hasOnTimeEffect 1
    ObjectTemplate.tracerScaler 8
    ObjectTemplate.maxTracerScaler 0.25
    ObjectTemplate.minTracerScaler 1
    ObjectTemplate.tracerSizeModifier 0.2
    ObjectTemplate.tracerTemplate p_tracer2_eu
    ObjectTemplate.tracerInterval 0
    ObjectTemplate.tracerConvergeDistance -1
    ObjectTemplate.initialMinDamage 25
    ObjectTemplate.initialMaxDamage 30
    ObjectTemplate.mediumMinDamage 31
    ObjectTemplate.mediumMaxDamage 35
    ObjectTemplate.longMinDamage 33
    ObjectTemplate.longMaxDamage 36
    ObjectTemplate.mediumDistance 6
    ObjectTemplate.longDistance 15
    just paste this code after any rem ---EndComp ---
    dont delete anything

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    DeStener (09-08-2009),Ranbaxy (07-28-2009)

  15. #13
    chainsawdaz's Avatar
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    it works soo good ive added it to every wep, now delete this thread to stop leechers and it spreading and getting patched :P lol

  16. #14
    tehdestroyer's Avatar
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    Quote Originally Posted by Ranbaxy View Post
    yo do u need to replace the existing codes ? or u just need to type in new rem---BeginComp-- and rem---EndComp...then u paste the code (without replacing the existing codes)?
    you dont replace the existing code you put the new code in between.

    It flashes red and white and only shows enemys.

    Heres a pic

  17. The Following User Says Thank You to tehdestroyer For This Useful Post:

    Ranbaxy (07-28-2009)

  18. #15
    Fhayer's Avatar
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    YES IT WORKS !!! GREEAT !
    Last edited by Fhayer; 07-28-2009 at 05:36 PM.

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