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  1. #16
    kmanev073's Avatar
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    Quote Originally Posted by topblast View Post


    Aren't the console stuff just editing variables that are read somewhere else where the code actually done (idk). If this is true the consoles will only be like your menus where if i was to find your value for "Aimbot" and switch the integer to '1', i pretty much just hacked your hack. Aren't console hacks like that?
    yes thats what i am trying to do and it is like this ^

  2. #17
    kmanev073's Avatar
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    Quote Originally Posted by Skaterforeva1 View Post
    You just managed to blow my entire world. Its exactly like that. But he wants to create a definition within the game itself, so he could call it later. That's why I said it would be impossible.
    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.

  3. #18
    Skaterforeva1's Avatar
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    Quote Originally Posted by kmanev073 View Post
    yes thats what i am trying to do and it is like this ^
    There isn't anything in the source that would be a wallhack. In order to do what topblast is saying, you would have to inject a wallhack, dump cshell with the wallhack on, find the variable then set it to 1. Witch would be useless.




    ^Suck it!

  4. #19
    kmanev073's Avatar
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    Quote Originally Posted by Skaterforeva1 View Post
    There isn't anything in the source that would be a wallhack. In order to do what topblast is saying, you would have to inject a wallhack, dump cshell with the wallhack on, find the variable then set it to 1. Witch would be useless.
    OMFG Facepalm... I want to register the console command for the wallhack... add such a console command ! Get it ? I want to make my own command and add it...

  5. #20
    Skaterforeva1's Avatar
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    Quote Originally Posted by kmanev073 View Post
    OMFG Facepalm... I want to register the console command for the wallhack... add such a console command ! Get it ? I want to make my own command and add it...
    You can't! Get it? Where do you expect to register it? What are you trying to call it from? Make a wallhack the normal way. You can make a wall hack using pushtoconsole commands.




    ^Suck it!

  6. #21
    kmanev073's Avatar
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    Quote Originally Posted by Skaterforeva1 View Post
    You can't! Get it? Where do you expect to register it? What are you trying to call it from? Make a wallhack the normal way. You can make a wall hack using pushtoconsole commands.
    ofc i can... if i register command to the console it will reference a function just like the commands join, normal and server... I am 100% it i possible... But it seems i will have to reverse and hook alot... :/

  7. #22
    XarutoUsoCrack's Avatar
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    these guy's really don't understood you, people, he wan't register he own command, like "McDonalds 1".

  8. #23
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    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
    Code:
    If(RunWallHack == 1) {
    <insert cham code here>
    } else {
    <off code here>
    }
    this isn't the console stuff, but these are an example list of ID's that are hard coded to the game engine

    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
    };
    Last edited by supercarz1991; 01-06-2014 at 09:27 PM.

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


  9. #24
    kmanev073's Avatar
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    Quote Originally Posted by supercarz1991 View Post
    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
    Code:
    If(RunWallHack == 1) {
    <insert cham code here>
    } else {
    <off code here>
    }
    this isn't the console stuff, but these are an example list of ID's that are hard coded to the game engine

    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
    Last edited by kmanev073; 01-07-2014 at 03:13 AM.

  10. #25
    supercarz1991's Avatar
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    Quote Originally Posted by kmanev073 View Post
    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
    Last edited by supercarz1991; 01-08-2014 at 01:25 PM.

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


  11. #26
    kmanev073's Avatar
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    Quote Originally Posted by supercarz1991 View Post
    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
    ok i understand you... as for modyfing the cshell... it is possible in runtime... via byte patching and etc...

  12. #27
    Skaterforeva1's Avatar
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    Quote Originally Posted by supercarz1991 View Post
    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
    Thank you, I couldn't figure out how to explain why it was impossible to do what he wanted.




    ^Suck it!

  13. #28
    Jason's Avatar
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    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
    Code:
    PushToCustomConsole(const char* cmd);
    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.

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    But you're still nothing but a fucking RAT.


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  14. #29
    topblast's Avatar
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    Quote Originally Posted by Jason View Post
    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
    Code:
    PushToCustomConsole(const char* cmd);
    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.
    This is what i was saying, it would be just as flicking a switch in your own menu.
    I just like programming, that is all.

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    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.

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