I Know Right every one is offline
Why is this section becoming so dead?
I Know Right every one is offline
Visual Basic Bro
combat arms section in general is dead.... pubs arent being released....
What's left to share and release for this game. Initially, everything is public.
This is the only "new" thing this section has seen in a long time.
https://www.mpgh.net/forum/207-combat...-creative.html
I Read All Of My PM's & VM'sIf you need help with anything, just let me know.
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Member Since 05.11.2010
Combat Arms is public huahuahuahua , maybe after work when you get home, make a new release simple
Hacking the game isn't fun anymore, so I, and a lot of others I'm guessing, have just started to do better things with our time.
Currently coding applications in Java and C++.
"It is change, continuing change, inevitable change, that is the dominant factor in society today. No sensible decision can be made any longer without taking into account not only the world as it is, but the world as it will be." -Isaac Asimov
14mth3v01d (05-19-2013),Acea (05-16-2013),luccss (05-05-2013)
Hacking Combat Arms is just boring. Nuff said.
Call of Duty is funner
Most of the code is pub, hacking CA is just plain boring now, nothing new, same old same old shit. I suggest you start moving on to other games which don't have pub code released, much more fun and interesting.
Reversing is the only way to move forward.
Well it seems that no one is getting creative any more, there is so much more we could find and make instead of just updating what we already have.
Ive been looking through and have hooked many functions and reading what arguments they take and have actually found some interesting things that could be manipulated.
And my personal favourite:
Last edited by matypatty; 05-13-2013 at 10:56 PM.
[MPGH]Flengo (05-14-2013)
Does the lastone work? D
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
matypatty (05-15-2013)
Not Full source...Code:typedef DWORD(__thiscall* KickVote)(int VoteReq, int KickResult, int Steps[99], time_t votTimer, int Reason, int TargetInfos[99], int voteType ); KickVote VoteKick = (KickVote)( (0xFFFFFFFF) ); DWORD WINAPI hkVoteKick ( ) { if( VoteKick != NULL ) { DWORD vddr = 0xFFFFFFFF; if( vddr != NULL ) { DWORD kickrequest = *(DWORD*)(vddr + 0x98); INT kickReason /*= GetReasonOfKick( kickReason )*/; INT VoteType; DWORD voteReturnIndex; INT kickResult = 0; int Steps[99]; time_t votTimer = 5.0f; bool isVoting; if( kickrequest == 1 ) isVoting = true; else isVoting = false; if( !isVoting ) { return false; } else if ( isVoting = true ) { return true; } if( isVoting == 1 ) { Steps[0] == *(DWORD*)vddr + 0x2C; if( kickrequest == Steps[0] || kickrequest == Steps[1] || kickrequest == Steps[2] || kickrequest == Steps[3] || kickrequest == Steps[4] ) { if( VoteType == KICK_NORMAL_TYPE ) voteReturnIndex = 0x1; else if ( VoteType == KICK_ELITE_TYPE ) voteReturnIndex = 0x2; else if ( VoteType == KICK_SELITE_TYPE ) voteReturnIndex = 0x3; if( kickReason == KICK_REASON_INDEX_1 ) { *(int*)Steps[15] = 0; kickResult = 0x1; return (DWORD)voteReturnIndex; } } } DWORD returnSafe; return VoteKick(kickrequest, kickResult, Steps, votTimer, kickReason, (int*)returnSafe, VoteType); } } }
[MPGH]Flengo (05-16-2013)
[MPGH]Flengo (05-16-2013),SinfulEXP (05-17-2013)
@matypatty okay...