Fire Message

Posts 16–27 of 27 · Page 2 of 2
Quote Originally Posted by supercarz1991 View Post
of course there is >.> lol
There. Is.

btw is sig if fail because adding both dates makes it 12/21/4012
Quote Originally Posted by NOOB View Post


There. Is.

btw is sig if fail because adding both dates makes it 12/21/4012
very very nice catch was waitin for some1 to say something

and if only i knew how to find the classes
Quote Originally Posted by supercarz1991 View Post
very very nice catch was waitin for some1 to say something

and if only i knew how to find the classes
Code:
class CTargetMgr 
{  
public:  
    virtual void Function1();  
    virtual void Function2();  
    virtual HOBJET* GetTargetObject(); 
    virtual float GetTargetRange();  
    virtual HOBJECT* GetEnemyTarget(); 
    char unknown188[4]; 
    char unknown12[64]; 
    float TargetRange; 
    char unknown80[1024]; 
};
Quote Originally Posted by NOOB View Post


Code:
class CTargetMgr 
{  
public:  
    virtual void Function1();  
    virtual void Function2();  
    virtual HOBJET* GetTargetObject(); 
    virtual float GetTargetRange();  
    virtual HOBJECT* GetEnemyTarget(); 
    char unknown188[4]; 
    char unknown12[64]; 
    float TargetRange; 
    char unknown80[1024]; 
};
i wanna know how to find it myself though >.< probably takes years of reverse engineering experience though

but i'll click thanks anyway
truly u got free time, what can u do with that?
Quote Originally Posted by supercarz1991 View Post
could you use this with the weapon ID to see what a gun is on ground if you like point at it with crosshair? that'd be slick

and i think shotcounter is for something called Deflection (probably mistaken but...) in almost all the Lithtech games so far, there is a frame string you can type in on Model Edit keyframes to deflect objects (bullets, nades, knives, etc.) and not get damage from it. I don't think deflect is in the framestrings for CA but if it is, its some how disabled
No, the weapon ID is not stored in the weapon pickup class. The only possible way would be to display the model name or something like that.

Shot counter isn't like that.... It starts at a seemingly random number and goes up by 2 for each shot fired.
Quote Originally Posted by mmbob View Post
No, the weapon ID is not stored in the weapon pickup class. The only possible way would be to display the model name or something like that.

Shot counter isn't like that.... It starts at a seemingly random number and goes up by 2 for each shot fired.
well then, i'm stumped as to what it is haha of course i would be though
Code:
//// HOBJECT:hHitPlayerObj - Object of hit player
//// HMODELNODE:hHitNode - Node that was hit
//// LTVector:vHitPos - (x, y, z) of position that was hit
//// LTVector:vDirection - Direction the player is in relative to you.  Only -1, 0, 1 allowed for each direction
// }
I smell ghost aim
ive seen this done in fear where u send a bullet to anyones head.. by drunken chettah .....have you sucesfully been able to do it in ca? if so amazing!

nice RE none the less
Quote Originally Posted by SNal2F View Post
ive seen this done in fear where u send a bullet to anyones head.. by drunken chettah .....have you sucesfully been able to do it in ca? if so amazing!

nice RE none the less
He actually does have ghost aim in his own VIP lol.
Quote Originally Posted by Fabolous View Post
Code:
//// HOBJECT:hHitPlayerObj - Object of hit player
//// HMODELNODE:hHitNode - Node that was hit
//// LTVector:vHitPos - (x, y, z) of position that was hit
//// LTVector:vDirection - Direction the player is in relative to you.  Only -1, 0, 1 allowed for each direction
// }
I smell ghost aim
I do it a much easier way . I'm trying to implement it like this though.

Quote Originally Posted by SNal2F View Post
ive seen this done in fear where u send a bullet to anyones head.. by drunken chettah .....have you sucesfully been able to do it in ca? if so amazing!

nice RE none the less
Thanks. But as for sending the message, SendToServer is causing an access violation for some reason .
Quote Originally Posted by Fabolous View Post
Code:
//// HOBJECT:hHitPlayerObj - Object of hit player
//// HMODELNODE:hHitNode - Node that was hit
//// LTVector:vHitPos - (x, y, z) of position that was hit
//// LTVector:vDirection - Direction the player is in relative to you.  Only -1, 0, 1 allowed for each direction
// }
I smell ghost aim
theres a way to do it via attributes too, i just need a hackshield bypass >.<
Posts 16–27 of 27 · Page 2 of 2
This thread is closed for replies.

Tags for this Thread

None

Talk with us