For the grenades in slow mo, just make a check on the current weapon: if it is a grenade, decrease value, else increase it xD
It's a poor solution but it's what you'll get for now.
The best would be finding where it accesses that variable for shooting speed.
oh thanks i already solved my problem
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Originally Posted by DEiseL
I said this to him not u
I dont see ur messege
its easy for you because you are scammer and leecher simple
Originally Posted by iknowitsfake26
i'm just talking about rapid fire not fast fire because i using weaponmgr not overwritestring
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i mean rapid fire dude
Hey, FireAnimMultiplier is the string for your RapidFire?
If yes, what error do you get?
Originally Posted by vaisefud3
Hey, FireAnimMultiplier is the string for your RapidFire?
If yes, what error do you get?
i don't using weaponmgr of rapid fire i use simple address of rapid fire like this *(double*)(CShell + ADDR_RAPID_FIRE) = 6000; // i change the size of address to make it work and i don't getting any error
Originally Posted by iknowitsfake26
i don't using weaponmgr of rapid fire i use simple address of rapid fire like this *(double*)(CShell + ADDR_RAPID_FIRE) = 6000; // i change the size of address to make it work and i don't getting any error
base thief
Originally Posted by jayjay153
base thief
idk what are you using
Originally Posted by vaisefud3
If you know assembly: string is "vertex lock failed"
Here's the sample:
Code:
push 0
push 10D9E08C //This is the string
push 0
push 77 //This may change depending on your region
push 2E //This may change depending on your region
call 1017AFB0 //address will change depending on your region
add esp, 14