is there a bind for less fps for low spec pc's? sorry im new to this stuff a bind command for that would help just so i don't lag out in vindictus
OutdatedCommand List (09/08)
I cant seem to get bind "=" "sk_plr_kalok_stamina_fast_restoration_time_condit ion " to work am i missing a value? I'm still new to this so a little help would be great XD
ohh ok thank you so much i'll try =)
Lol so many unfamiliar commands that I didn't know of.
Is there any tutorial on how to dump the command list yourself?
Let's say I am able to code in C++. What's the next step? (or rather, what's the first step). I doubt even my CS professor can just figure out how to do this right off the bat, even though he knows C++.
Okay I found the code but I'm not sure if it'll work since it's for HL2, not Vindictus. Anyway, how do I enter a C++ code into Vindictus then?
I think you need source sdk, then create a dll with a similar to console code (get pointer to the engine). There possibly is some property or function which enumerates command IDs. Show me a hl2 code and i'll try to think of vindictus alternative.
I'm trying to find out what all the console commands are, but I don't want to reveal that code, so here's another one. It's supposed to reveal all the item code names (like Braid Tassel Spears = dualspear_titan).
Code:
int __stdcall Client_s::iGetWeaponID ( C_BaseCombatWeapon *pBaseCombatWeapon )
{
int iWeaponID;
if ( g_iGameID == CSS || g_iGameID == DoDS )
{
__asm
{
MOV EAX, pBaseCombatWeapon
CALL DWORD PTR DS:[EAX+0x4A4]
MOV iWeaponID, EAX
}
}
else if ( g_iGameID == TF2 ) // UPGRADE TO THE ORANGE BOX SDK
{
__asm
{
MOV EAX, pBaseCombatWeapon
CALL DWORD PTR DS:[EAX+0x4F0]
MOV iWeaponID, EAX
}
}
return iWeaponID;
}
First - this is a bit ridiculous as everybody here don't want to reveal anything to others but use everything themselves. Try to be little more open to people. And also taking into the account that you just found the code, not wrote it yourself.
Second - if you want me to explain the code
you get a base pointer of a weapon instance, initialized with some data of a specific weapon
then you just call a void-parameter function (returns dword) inside this class (in data segment) which has different offset based on whether this is css or tf2 client
the function returns weapon id in eax, which is then moved into variable and returned.
Third - give me an upper layer, where this function is called, and pointer initialized.
Point is, this function does call something like int GetWeaponId(), but then im interested where the ptr points to or how its initialized.
Second - if you want me to explain the code
you get a base pointer of a weapon instance, initialized with some data of a specific weapon
Code:
int __stdcall Client_s::iGetWeaponID ( C_BaseCombatWeapon *pBaseCombatWeapon )
Code:
CALL DWORD PTR DS:[EAX+0x4A4] CALL DWORD PTR DS:[EAX+0x4F0]
Code:
MOV iWeaponID, EAX return iWeaponID;
Point is, this function does call something like int GetWeaponId(), but then im interested where the ptr points to or how its initialized.
This thread is closed for replies.
