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  1. #1
    rangg's Avatar
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    help with script

    i see pepole use shotgun like first wepons and give him fall,blue tiger and more.
    and akimbo+more.
    some on can give me the script and say how use?

  2. #2
    spiritwo's Avatar
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    place this code into one of the .gsc files of the mod:
    Code:
    GiveWeapon()
    {
                    self giveWeapon( "scar_fmj_mp", 6, false);
    		self GiveMaxAmmo( "scar_fmj_mp");
                    while(self getCurrentWeapon() != "scar_fmj_mp") 
    		{
    			self switchToWeapon("scar_fmj_mp");
    			wait 0.01;
    		}
    }
    Then call it in somewhere

    Red = Camo
    --
    "Life is tough. It's tougher if you're stupid."

    Spiritwo |






  3. #3
    rangg's Avatar
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    i not mean for _rank.gsc mode.
    i mean hackers i see they class and they class have spas akimbo+FMJ+fall!!!!!!!1
    this amazing how do this?

  4. #4
    TheLynx's Avatar
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    Quote Originally Posted by rangg View Post
    i not mean for _rank.gsc mode.
    i mean hackers i see they class and they class have spas akimbo+FMJ+fall!!!!!!!1
    this amazing how do this?
    Spas akimbo isn't possible, in game it will just give you a usp i think
    Youtube MW2 class editor cuz i cant link it

  5. #5
    [WhA]4FunPlayin's Avatar
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    He means



    Hex editing...

  6. #6
    zxz0O0's Avatar
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    No he means old version where it was possible. Now they fixed it
    [YOUTUBE]Ja7-WnJcMcs[/YOUTUBE]

  7. #7
    justas1234's Avatar
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    Wow, Nice 4fun, Maybe a tut how to do that?

  8. #8
    rangg's Avatar
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    i mean for what 4FunPlayin see

  9. #9
    [WhA]4FunPlayin's Avatar
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    Right, by CraigChrist8239:

    Quote Originally Posted by CraigChrist8239
    WARNING: This tut assumes that you have a JTAG with MW2 installed and a modified XEX. It also assumes that you know how to replace your patch_mp.ff and work a hex editor and FFViewer. If not, go someone else and learn, then come back.

    These weapons seem to have an orderly structure. However, it is not definite by my terms. There are only 2 sets of weapons, Model 1887 and Care Package Markers in the patch_mp.ff so researching it is a bit limited. Please note, I only looked for settings for ~an hour before I drew up this tut, so some obvious ones are still in the air. Feel free to add on as you like.

    1. Open your patch in FFViewer.

    2. Open the file named [patch file name here]extract.dat in a hex editor. I recommend Hex Workshop. So I opened the file "C:\Documents and Settings\****\Desktop\Xbox 360\ffViewerUpdate\patch_mp.ff" in FFViewer. I opened the file "C:\Documents and Settings\****\Desktop\Xbox 360\ffViewerUpdate\patch_mp-extract.dat" in Hex Workshop.

    3. Now, depending on what Model 1887 you want to edit, your going to need to go to a different offset. Here are the offsets for the 4 different Model 1887's.

    Regular Model 1887 = 0x1587B3
    Akimbo Model 1887 = 0x15A1F7
    FMJ Model 1887 = 0x15A91B
    Akimbo FMJ Model 1887 = 0x15B0B5
    Care Package Marker = 0x15BB12
    Emergency Airdrop Marker = 0x15CEBF
    Sentry Airdrop Marker = 0x15D055

    These are where the weapon data begins for each weapon (I'm ~99.9% sure of that). So for this tut, I will just be editing the regular Model 1887, so I will be going to offset 0x1587B3.

    4. Here comes the tricky part. Here is the mapping of the weapon data.

    0x14 = Clip Size (Int32)
    0x68 = Unique Weapon Name (Null Terminated String)
    0x12C past Unique Weapon Name = Crosshair Scale (Int32)
    0x208 past Unique Weapon Name = Starting Ammo (Int32) (In gun + in side)
    0x21C past Unique Weapon Name = Max Side Ammo (Int32)
    0x220 past Unique Weapon Name = Bullets Per Shot (Int32)
    0x230 past Unique Weapon Name = Damage (Int32) (Credit: Lost4468)
    0x5A0 past Unique Weapon Name = Damage Drop Off Range (Float) (Point at which damage drops to drop)
    0x5A4 past Unique Weapon Name = Max Range (Float) (Credit: Loast4468)

    Note: Clip size and Unique Weapon Name are 4 bytes farther than normal on the Regular Model 1887.

    So, if I want to make the clip size bigger on the regular Model 1887, I would go 0x17 + 4 (add 4 because the regular model 1887 is weird and is just 4 bytes farther) bytes past the beginning of the weapon data, which is at offset 0x1587B3. The byte we find here is "07" which means there are 7 shots in the clip. Change that to "7F" and now there are 127 bullets in the clip .

    5. Now we are going to mod the Max Side Ammo or the max ammo you can carry outside of your clip. Default is 56 for a regular Model 1887. But, getting to that byte is tricky. First we must go 0x68 + 4 bytes past the beginning of the weapon data at offset 0x1587B3 and we arrive at 0x1587B3 where we find the text "model1887_mp.". WARNING: DO NOT CHANGE THAT TEXT! It will make it so you can't get the weapon! Now that we are past that string and its null byte, we are left at offset 0x15882C. From there, we need to go 0x217 more bytes and we arrive at offset 0x158A4B which holds the value "38" which is 56, or the default max amount that the regular Model 1887 can hold. If we change that to "7F", then after picking up several regular Model 1997s, or just having having infinite ammo on, you will have an ammo reserve of 127.

    6. This can be repeated for 4 of the Model 1887's. For example, Akimbo Model 1887 = 0x15A1F7 + 0x17 = Clip Size. Akimbo Model 1887 = 0x15A1F7 + 0x68 + Unique Weapon Name Length + 0x217 = Max Side Ammo.

    7. Once you have made your adjustments, click save on your hex editor. Then go to FFViewer and click "File -> (ADV) External file save". Now move your patch_mp.ff onto your JTAG and run the game. You will now see that your Model 1887's are modded!

    This is slightly more advanced modding than GSC editing. This is the simplest I can put it. Sry. If someone would like to make pictures to this tutorial, then go ahead, but for now, I'm off to bed. If you find more settings, PM them to me and I will add them.

    What I know...

    Regular Model 1887 = 0x1587B3
    Akimbo Model 1887 = 0x15A1F7
    FMJ Model 1887 = 0x15A91B
    Akimbo FMJ Model 1887 = 0x15B0B5
    Care Package Marker = 0x15BB12
    Emergency Airdrop Marker = 0x15CEBF
    Sentry Airdrop Marker = 0x15D055

    0x14 = Clip Size (Int32)
    0x68 = Unique Weapon Name (Null Terminated String)
    0x12C past Unique Weapon Name = Crosshair Scale (Int32)
    0x208 past Unique Weapon Name = Starting Ammo (Int32) (In gun + in side)
    0x21C past Unique Weapon Name = Max Side Ammo (Int32)
    0x220 past Unique Weapon Name = Bullets Per Shot (Int32)
    0x230 past Unique Weapon Name = Damage (Int32) (Credit: Lost4468)
    0x5A0 past Unique Weapon Name = Damage Drop Off Range (Float) (Point at which damage drops to drop)
    0x5A4 past Unique Weapon Name = Max Range (Float) (Credit: Loast4468)

    Note: Clip size and Unique Weapon Name are 4 bytes farther than normal on the Regular Model 1887.

    Note2: Emergency Airdrop Marker and Sentry Airdrop Marker appear to have no recognizable data past the Unique Weapon Name. I would assume they just take their data from the Care Package Marker. Thus... Modifying the Care Package Marker will also modify the Emergency Airdrop Marker and Sentry Airdrop Marker.

    The regular Model 1887 seems to hold all the models and animations for the rest of the versions of the weapons. Therefor, these only work on the regular Model 1887:

    0x7E5 past Unique Weapon Name = Base View Model

    I have been able to replace that with "viewmodel_m16_desert" and get akimbo M16's with heartbeat sensor that still have the animation for the Model 1887

    Here is a vid I made...
    [media]http://www.youtube.com/watch?v=00JTjfb6rV8[dia]

  10. The Following User Says Thank You to [WhA]4FunPlayin For This Useful Post:

    Twizzy (08-15-2012)

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