yes thats what i am trying to do and it is like this ^
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when you are creating your game dont you call some func like RegisterConsoleCommand ? If i can find it and get a pointer to it i will be able to call it from my hack which will make me able to add my own console commands just like the original ones...
and @zikox i didnt say no one want to help... no one could help me... i asked some guys already + i have never seen you LOL... if you want to seapk through skype PM me your skype name.
these guy's really don't understood you, people, he wan't register he own command, like "McDonalds 1".
you can't just "create a console command"
the way the system works is there's header files full of ID numbers for the console. when you call a console command, your not actually calling a command itself, your telling a variable to be equal to a number. You can't just add to that list and ID's
if you wanna do a custom command like "RunWallHack 1" just make a menu...
something like
this isn't the console stuff, but these are an example list of ID's that are hard coded to the game engineCode:If(RunWallHack == 1) {
<insert cham code here>
} else {
<off code here>
}
Code:#define SFX_POLYGRID_ID 1
#define SFX_PARTICLETRAIL_ID 2
#define SFX_PARTICLESYSTEM_ID 3
#define SFX_PARTICLESHOWER_ID 4
#define SFX_TRACER_ID 5
#define SFX_WEAPON_ID 6
#define SFX_DYNAMICLIGHT_ID 7
#define SFX_PARTICLETRAILSEG_ID 8
#define SFX_SMOKE_ID 9
#define SFX_BULLETTRAIL_ID 10
#define SFX_VOLUMEBRUSH_ID 11
#define SFX_SHELLCASING_ID 12
#define SFX_CAMERA_ID 13
#define SFX_PARTICLEEXPLOSION_ID 14
#define SFX_SCALE_ID 15 // Sprites/Models
#define SFX_DEBRIS_ID 16
#define SFX_DEATH_ID 17
#define SFX_GIB_ID 18
#define SFX_PROJECTILE_ID 19
#define SFX_MARK_ID 20
#define SFX_LIGHT_ID 21
#define SFX_RANDOMSPARKS_ID 22
#define SFX_PICKUPITEM_ID 23
#define SFX_CHARACTER_ID 24
#define SFX_PLAYERSOUND_ID 25
#define SFX_NODELINES_ID 26
#define SFX_WEATHER_ID 27
#define SFX_LIGHTNING_ID 28
#define SFX_SPRINKLES_ID 29
#define SFX_FIRE_ID 30
#define SFX_LENSFLARE_ID 31
#define SFX_MUZZLEFLASH_ID 32
#define SFX_SEARCHLIGHT_ID 33
#define SFX_POLYDEBRIS_ID 34
#define SFX_STEAM_ID 35
#define SFX_EXPLOSION_ID 36
#define SFX_POLYLINE_ID 37
#define SFX_BODY_ID 38
#define SFX_LASERTRIGGER_ID 39
#define SFX_MINE_ID 40
#define SFX_BEAM_ID 41
#define SFX_PLAYERVEHICLE_ID 42
#define SFX_SOUND_ID 43
#define SFX_OBJSPRITE_ID 44
#define SFX_LIGHTGROUP_ID 45
#define SFX_DEBUGLINE_ID 46
#define SFX_TEXTUREFX_ID 47
#define SFX_SNOW_ID 48
#define SFX_JUMPVOLUME_ID 49
#define SFX_PLAYERLURE_ID 50
#define SFX_GADGETTARGET_ID 51
#define SFX_DISPLAYTIMER_ID 52
#define SFX_DYNAMIC_OCCLUDER_ID 53
#define SFX_SCATTER_ID 54
#define SFX_TRIGGER_ID 55
#define SFX_RADAROBJECT_ID 56
#define SFX_ACTIVATEOBJECT_ID 57
#define SFX_DOOMSDAYPIECE_ID 58
#define SFX_TOTAL_NUMBER 58 // Important that this is the same as the last FX defined...
// Shared fx related stuff...
// CharacterFX messages...
#define CFX_NODECONTROL_LIP_SYNC 2
#define CFX_NODECONTROL_HEAD_FOLLOW_OBJ 3
#define CFX_CINEMATICAI_MSG 4
#define CFX_NODECONTROL_SCRIPT 5
#define CFX_STEALTH_MSG 6
#define CFX_RESET_TRACKER 7
#define CFX_CLIENTID_MSG 8
#define CFX_CHAT_MSG 9
#define CFX_FLASHLIGHT_CREATE_MSG 10
#define CFX_FLASHLIGHT_DESTROY_MSG 11
#define CFX_DMGFLAGS_MSG 12
#define CFX_CIGARETTE_CREATE_MSG 13
#define CFX_CIGARETTE_DESTROY_MSG 14
#define CFX_CIGARETTESMOKE_CREATE_MSG 15
#define CFX_CIGARETTESMOKE_DESTROY_MSG 16
#define CFX_ALLFX_MSG 17
#define CFX_DIALOGUE_MSG 18
#define CFX_CROSSHAIR_MSG 19
#define CFX_ZZZ_CREATE_MSG 20
#define CFX_ZZZ_DESTROY_MSG 21
#define CFX_TAUNT_MSG 22
#define CFX_INFO_STRING 23
#define CFX_WEAPON_SOUND_LOOP_MSG 24
#define CFX_TRACK_TARGET_MSG 25
#define CFX_PITCH 26
#define CFX_HITBOX_MSG 27
#define CFX_CAN_CARRY 28
#define CFX_PLAYER_DEAD 29
#define CFX_PLAYER_REVIVED 30
#define CFX_PLAYER_RESPAWN 31
#define CFX_INSTANTDMGFLAGS_MSG 32
#define CFX_CHARACTER_TRACKING 33
#define CFX_UPDATE_ATTACHMENTS 34
#define CFX_CAN_WAKE 35
#define CFX_CHARACTER_RADAR 36
#define CFX_CARRY 37
//sub-messages for CFX_CARRY
#define CFX_CARRY_NONE 0
#define CFX_CARRY_BODY 1
#define CFX_CARRY_DD_TRAN 2
#define CFX_CARRY_DD_BATT 3
#define CFX_CARRY_DD_CORE 4
// CameraFX messages...
#define CAMFX_FOV 1
// BodyFX messages...
#define BFX_TWITCH_MSG 1
#define BFX_FADE_MSG 2
#define BFX_HITBOX_MSG 3
#define BFX_CAN_CARRY 4
#define BFX_CARRIED 5
#define BFX_DAMAGEFX_MSG 6
#define BFX_PERMANENT 7
#define BFX_CANREVIVE 8
// TriggerFX messages...
#define TRIGFX_ALLFX_MSG 1
#define TRIGFX_LOCKED_MSG 2
// ActivateFX messages...
#define ACTIVATEFX_DISABLED 1
#define ACTIVATEFX_STATE 2
// PickupItemFX messages...
#define PUFX_CLIENTFX 1
#define PUFX_TEAMID 2
// BodyState values..
enum BodyState
{
eBodyStateNormal = 0, // Normal death (shot, etc)
eBodyStateChair = 1, // Killed in a chair
eBodyStateLedge = 2, // Falling off a ledge
eBodyStateLaser = 3, // Vap-o-rized by a lazer
eBodyStateExplode = 4, // Hit by an explosion
eBodyStateStuck = 5, // Stuck to a wall w/ xbow/spear
eBodyStateUnderwater = 6, // Killed underwater
eBodyStateStairs = 7, // Fall down stairs (and break hip)
eBodyStateFly = 8, // Flying through the air
eBodyStateDecay = 9, // Decay powder dumped on body
eBodyStateCrush = 10, // Crushed
eBodyStatePoison = 11, // Killed by poison
eBodyStateAcid = 12, // Killed by acid
eBodyStateArrow = 13, // Killed by arrow (wall stick)
eBodyStateFade = 14, // Fade for low-violence setting
eBodyStateLadder = 15, // Falling off a ladder
};
// PolyLine values...
enum PolyLineWidthStyle
{
PLWS_BIG_TO_SMALL=0,
PLWS_SMALL_TO_BIG,
PLWS_SMALL_TO_SMALL,
PLWS_CONSTANT
};
// Used with SFX_PLAYERLURE_ID
enum PlayerLureFlags
{
ePlayerLureFlagsAllowWeapon = (1<<0),
ePlayerLureFlagsRetainOffsets = (1<<1),
ePlayerLureFlagsBicycle = (1<<2),
};
enum PlayerLureCameraFreedom
{
kPlayerLureCameraFreedomNone,
kPlayerLureCameraFreedomLimited,
kPlayerLureCameraFreedomUnlimited
};
man ofc i can make it with the if and the check... I am talking for the push to console... You know DrawWorld 0 stops the world drawing... take a look here :
renderconsolevars.h
https://www.mpgh.net/forum/242-crossf...d-strings.html
this is one file in the engine that registers the commands... omg even you cant understand me :(
i understand this engine better than almost anyone here because i run my own FPS game off a modified source code.
first of all, They aren't in Engine, it's in CShell.
Second of all, I know where they are rendered and all that. You can't just make a DLL, and add in your own console commands. If you completely rewrote the entire console pushing functions, then yeah you could, but unless you can modify CShell, you cannot make your own custom console commands unless you do it via menu and just emulate the feel of the console like i showed you
Also, lemme throw it out there that i don't know C++ almost at all, i just have common sense and it's gotten me further than most the people left in this section. I've used that common sense to bring new things to light in this game. I know what i'm talking about with this game and i know what your trying to do. i've done it in my fps game
Nothing is impossible, but why the heck would you even WANT to do it this way? Even if you did get your own console variables registered, you'd still have to write the backing code to do what you want SOMEWHERE; the game doesn't just happen to have an aimbot source lying around that you can turn on by toggling your variables. It just makes things far more complicated trying to fuck with the actual console. You're better off just writing another method, such as
And then just handling all of your custom commands there; there's no reason to try to interfere with the actual console variables at all, I can't see any benefit in doing it that way lol.Code:PushToCustomConsole(const char* cmd);
Guys, please all STFO, all here can't code our understand what he want, just clode this topic and please @kmanev074 ask for help in another forum cuz i lost my faith in MPGH.