arun823 (07-18-2012),PikaMucha_Itu (07-18-2012)
credits: @mmbob && @Xipher for telling me i was rightCode:ModelInfo* PlayerStruct = (ModelInfo*) g_LTClient->GetPlayer(); if (PlayerStruct != 0) { MemCopy((void*) ADR_CameraUpdate, "\xC3", 1); g_CommonLT->SetObjectFlags(g_LTClient->GetPlayer(), OFT_Flags, 0, FLAG_SOLID); } else Base.Menu->Items[MENU_GHOST].Current = 0; } else { g_CommonLT->SetObjectFlags(g_LTClient->GetPlayer(), OFT_Flags, FLAG_SOLID, FLAG_SOLID); MemCopy((void*) ADR_CameraUpdate, "\x83", 1); }
everyone kinda wonderin... Do your searching through old bases, you might find something new
Last edited by supercarz1991; 07-18-2012 at 03:05 AM.
commando: You're probably the best non-coder coder I know LOL
arun823 (07-18-2012),PikaMucha_Itu (07-18-2012)
LOL I knew this so long... Finally some one released it.
Progress with my game - "Disbanded"
- Fixed FPS lag on spawning entities due to the ent_preload buffer!
- Edit the AI code to get some better pathfinding
- Fixed the view bug within the sniper scope view. The mirror entity is invisible now!
- Added a new silencer for ALL weapons. Also fixed the rotation bugs
- Added a ton of new weapons and the choice to choose a silencer for every weapon
- Created a simple AntiCheat, noobs will cry like hell xD
- The name will be Disbanded, the alpha starts on the 18th august 2014
Some new physics fun (Serversided, works on every client)
My new AI
https://www.youtube.com/watch?v=EMSB1GbBVl8
And for sure my 8 months old gameplay with 2 friends
https://www.youtube.com/watch?v=Na2kUdu4d_k
What is this "beast mode"?.It is ghost mode ?
Look @ the code:
As you see he disables camera updates (normal beastmode) AND sets the playerflags (just clientsided) to 0.Code:MemCopy((void*) ADR_CameraUpdate, "\xC3", 1); g_CommonLT->SetObjectFlags(g_LTClient->GetPlayer(), OFT_Flags, 0, FLAG_SOLID);
This means we dont have got any flags -> we can walk through all.
Progress with my game - "Disbanded"
- Fixed FPS lag on spawning entities due to the ent_preload buffer!
- Edit the AI code to get some better pathfinding
- Fixed the view bug within the sniper scope view. The mirror entity is invisible now!
- Added a new silencer for ALL weapons. Also fixed the rotation bugs
- Added a ton of new weapons and the choice to choose a silencer for every weapon
- Created a simple AntiCheat, noobs will cry like hell xD
- The name will be Disbanded, the alpha starts on the 18th august 2014
Some new physics fun (Serversided, works on every client)
My new AI
https://www.youtube.com/watch?v=EMSB1GbBVl8
And for sure my 8 months old gameplay with 2 friends
https://www.youtube.com/watch?v=Na2kUdu4d_k
i wonder what else we can do with g_CommonLT
commando: You're probably the best non-coder coder I know LOL
Maybe even tamper with the game it self and shut it down
haha thanks, this really helps
Would be cool if someone could add this to their hack
Hmm anyone can post the playerstruct class and ModelInfo class would be awesome
other stuffCode:g_CommonLT->SetObjectFlags(g_LTClient->GetPlayer(), OFT_Flags, 0, FLAG_SOLID);
Code:g_CommonLT->SetObjectFlags(m_hObject, OFT_Flags2, dwFlags2, dwFlags2); g_pCommonLT->SetObjectFlags( m_hObject, OFT_Flags, dwVisibleFlag, FLAG_VISIBLE ); g_pCommonLT->SetObjectFlags( m_hSilencerModel, OFT_Flags, 0, FLAG_VISIBLE ); g_pLTClient->SetObjectScale g_pCommonLT->SetObjectFlags(hObj, OFT_Client, CF_NOTIFYMODELKEYS, CF_NOTIFYMODELKEYS); g_pCommonLT->SetObjectFlags(m_hObject, OFT_Flags, g_pPlayerMgr->IsSpectatorMode() ? 0 : FLAG_GRAVITY, FLAG_GRAVITY); g_pCommonLT->GetObjectFlags(m_hObject, OFT_Flags, curFlags); g_pCommonLT->SetObjectFlags(m_hObject, OFT_Flags, FLAG_GOTHRUWORLD, FLAG_GOTHRUWORLD | FLAG_SOLID); g_pCommonLT->SetObjectFlags(m_hObject, OFT_Flags, curFlags, FLAGMASK_ALL); g_pCommonLT->SetObjectFlags(hObj, OFT_Flags, FLAG_CLIENTNONSOLID, FLAG_CLIENTNONSOLID); g_pCommonLT->SetObjectFlags(m_hObject, OFT_Client, CF_DONTSETDIMS, CF_DONTSETDIMS); g_pCommonLT->SetObjectFlags(hObj, OFT_Client, CF_NOTIFYREMOVE, CF_NOTIFYREMOVE); g_pPhysicsLT->SetObjectDims( m_hObject, &m_vDims, 0 ); g_pCommonLT->SetObjectFlags( m_hObject, OFT_User, USRFLG_HITBOX | USRFLG_CHARACTER, USRFLG_HITBOX | USRFLG_CHARACTER ); uint32 dwFlags; g_pCommonLT->GetObjectFlags( m_hModel, OFT_Flags, dwFlags ); g_pCommonLT->SetObjectFlags( m_hObject, OFT_Flags, ((dwFlags & FLAG_VISIBLE) ? FLAG_RAYHIT : 0), FLAG_RAYHIT ); g_pCommonLT->SetObjectFlags( hMoveObj, OFT_Flags, 0, FLAG_SOLID ); g_pCommonLT->SetObjectFlags( m_hCollisionObject, OFT_Flags, FLAG_SOLID, FLAG_SOLID ); g_pLTClient->GetObjectPos( m_hCollisionObject, &vPos );
// Disable gravity. example
just incase this helpsCode:m_bBodyOnLadder = LTTRUE; m_hLadderObject = pInfo->m_hObject; //disable gravity g_pCommonLT->SetObjectFlags(m_hObject, OFT_Flags, 0, FLAG_GRAVITY);
Code:g_pPhysicsLT->MoveObject(m_hObject, &vPos, MOVEOBJECT_TELEPORT);
commando: You're probably the best non-coder coder I know LOL
Thank You man.
Yeah, but all these flags are just clientsided, so it doesnt help disbale ur own hitbox or something like this
Progress with my game - "Disbanded"
- Fixed FPS lag on spawning entities due to the ent_preload buffer!
- Edit the AI code to get some better pathfinding
- Fixed the view bug within the sniper scope view. The mirror entity is invisible now!
- Added a new silencer for ALL weapons. Also fixed the rotation bugs
- Added a ton of new weapons and the choice to choose a silencer for every weapon
- Created a simple AntiCheat, noobs will cry like hell xD
- The name will be Disbanded, the alpha starts on the 18th august 2014
Some new physics fun (Serversided, works on every client)
My new AI
https://www.youtube.com/watch?v=EMSB1GbBVl8
And for sure my 8 months old gameplay with 2 friends
https://www.youtube.com/watch?v=Na2kUdu4d_k
Very good now is add in the base...Thanks