Thread: Fire Message

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  1. #16
    NOOB's Avatar
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    Quote Originally Posted by supercarz1991 View Post
    of course there is >.> lol
    There. Is.

    btw is sig if fail because adding both dates makes it 12/21/4012
    Last edited by NOOB; 03-14-2011 at 03:16 PM.

  2. #17
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    truly u got free time, what can u do with that?

  3. #18
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    Quote Originally Posted by ᴺᴼᴼᴮ View Post


    There. Is.

    btw is sig if fail because adding both dates makes it 12/21/4012
    very very nice catch was waitin for some1 to say something

    and if only i knew how to find the classes

    commando: You're probably the best non-coder coder I know LOL


  4. #19
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    Quote Originally Posted by supercarz1991 View Post
    very very nice catch was waitin for some1 to say something

    and if only i knew how to find the classes
    Code:
    class CTargetMgr 
    {  
    public:  
        virtual void Function1();  
        virtual void Function2();  
        virtual HOBJET* GetTargetObject(); 
        virtual float GetTargetRange();  
        virtual HOBJECT* GetEnemyTarget(); 
        char unknown188[4]; 
        char unknown12[64]; 
        float TargetRange; 
        char unknown80[1024]; 
    };

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    supercarz1991 (03-14-2011)

  6. #20
    supercarz1991's Avatar
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    Quote Originally Posted by ᴺᴼᴼᴮ View Post


    Code:
    class CTargetMgr 
    {  
    public:  
        virtual void Function1();  
        virtual void Function2();  
        virtual HOBJET* GetTargetObject(); 
        virtual float GetTargetRange();  
        virtual HOBJECT* GetEnemyTarget(); 
        char unknown188[4]; 
        char unknown12[64]; 
        float TargetRange; 
        char unknown80[1024]; 
    };
    i wanna know how to find it myself though >.< probably takes years of reverse engineering experience though

    but i'll click thanks anyway

    commando: You're probably the best non-coder coder I know LOL


  7. #21
    mmbob's Avatar
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    Quote Originally Posted by supercarz1991 View Post
    could you use this with the weapon ID to see what a gun is on ground if you like point at it with crosshair? that'd be slick

    and i think shotcounter is for something called Deflection (probably mistaken but...) in almost all the Lithtech games so far, there is a frame string you can type in on Model Edit keyframes to deflect objects (bullets, nades, knives, etc.) and not get damage from it. I don't think deflect is in the framestrings for CA but if it is, its some how disabled
    No, the weapon ID is not stored in the weapon pickup class. The only possible way would be to display the model name or something like that.

    Shot counter isn't like that.... It starts at a seemingly random number and goes up by 2 for each shot fired.

  8. #22
    supercarz1991's Avatar
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    Quote Originally Posted by mmbob View Post
    No, the weapon ID is not stored in the weapon pickup class. The only possible way would be to display the model name or something like that.

    Shot counter isn't like that.... It starts at a seemingly random number and goes up by 2 for each shot fired.
    well then, i'm stumped as to what it is haha of course i would be though

    commando: You're probably the best non-coder coder I know LOL


  9. #23
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    Code:
    //// HOBJECT:hHitPlayerObj - Object of hit player
    //// HMODELNODE:hHitNode - Node that was hit
    //// LTVector:vHitPos - (x, y, z) of position that was hit
    //// LTVector:vDirection - Direction the player is in relative to you.  Only -1, 0, 1 allowed for each direction
    // }
    I smell ghost aim

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    SNal2F (03-14-2011)

  11. #24
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    ive seen this done in fear where u send a bullet to anyones head.. by drunken chettah .....have you sucesfully been able to do it in ca? if so amazing!

    nice RE none the less

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    mmbob (03-14-2011)

  13. #25
    Fabolous's Avatar
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    Quote Originally Posted by SNal2F View Post
    ive seen this done in fear where u send a bullet to anyones head.. by drunken chettah .....have you sucesfully been able to do it in ca? if so amazing!

    nice RE none the less
    He actually does have ghost aim in his own VIP lol.

  14. #26
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    Quote Originally Posted by UnknownCoder View Post
    Code:
    //// HOBJECT:hHitPlayerObj - Object of hit player
    //// HMODELNODE:hHitNode - Node that was hit
    //// LTVector:vHitPos - (x, y, z) of position that was hit
    //// LTVector:vDirection - Direction the player is in relative to you.  Only -1, 0, 1 allowed for each direction
    // }
    I smell ghost aim
    I do it a much easier way . I'm trying to implement it like this though.

    Quote Originally Posted by SNal2F View Post
    ive seen this done in fear where u send a bullet to anyones head.. by drunken chettah .....have you sucesfully been able to do it in ca? if so amazing!

    nice RE none the less
    Thanks. But as for sending the message, SendToServer is causing an access violation for some reason .

  15. #27
    supercarz1991's Avatar
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    Quote Originally Posted by UnknownCoder View Post
    Code:
    //// HOBJECT:hHitPlayerObj - Object of hit player
    //// HMODELNODE:hHitNode - Node that was hit
    //// LTVector:vHitPos - (x, y, z) of position that was hit
    //// LTVector:vDirection - Direction the player is in relative to you.  Only -1, 0, 1 allowed for each direction
    // }
    I smell ghost aim
    theres a way to do it via attributes too, i just need a hackshield bypass >.<

    commando: You're probably the best non-coder coder I know LOL


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