Hack Features(NEW)

Posts 4660 of 69 · Page 4 of 5
Quote Originally Posted by OBrozz View Post

loliknewyouwerenoob.whatmakesyouthinkmattwillbethe onetogettheplayermanagerihaveotherpeople
just get it off of gellin's base so simple affffffff
Don't release Unlimited Ammo to public -_-
Or server crasher...
Dun kill it that much please
Server Crasher... oh God, don't release it ...
Quote Originally Posted by Lmsjr1234 View Post
Server Crasher... oh God, don't release it ...
already released... but u cant have it
Quote Originally Posted by teehee15 View Post
already released... but u cant have it
It's not working atm now though..
Quote Originally Posted by OBrozz View Post

@qwerty01
We will be selling the source because the code is made 100% by us in C#. Also this was made in Unity3D, your more of a ioquake engine guy amirght?
haha actually yea =P
however i have used unity, how did you get unity to use C#? i thought unity was a game engine in itself...
Quote Originally Posted by qwerty01 View Post
haha actually yea =P
however i have used unity, how did you get unity to use C#? i thought unity was a game engine in itself...
@qwerty01
Ehh its complicated to much to explain. Unity3D uses C# and javascript. And you can attact these scripts to an object. For example you take a player model. Create a player walk script attach the script to the player(Drag + Drop) and the player will move depending on how you coded the script. Very easy. I've heard of you(through isiah sanchez) so if your interest i could give you the project for free

This may help:
http://unity3d.com/support/documenta...rp_26_Boo.html

A Javascript player script(Not written by me)
Code:
var horizontalRotationSpeed : float = 100.0;
var groundSpeed : float = 25.0;
var airSpeed : float = 5.0;
var jumpSpeed : float = 220;
var ladderSpeed : float = 15.0;
var gravity : float = 10.0;
var groundDrag : float = 2.0;
var airDrag : float = 0.1;

@hideInInspector var grounded : boolean = false;
@hideInInspector var ladderClimbing : boolean = false;
@hideInInspector var jumping : boolean = false;
@hideInInspector var superJump : boolean = false;

private var t : Transform;
private var rb : Rigidbody;
private var superJumpSpeed : float;
private var offLadder : boolean = true;
private var ladderTop : GameObject;

function Awake () {
   t = transform;
   rb = rigidbody;
    rb.freezeRotation = true;
    rb.useGravity = false;
   
   GameStatus.mouseSensitivityX = horizontalRotationSpeed;
}

function Update () {
   rb.MoveRotation(rb****tation * Quaternion.Euler(Vector3.up * Input.GetAxis("Mouse X") * FPSCamera.fovMultiplier * GameStatus.mouseSensitivityX * Time.deltaTime));
   
   if (Input.GetButtonDown("Jump")) {
      Jump();
   }
}

function FixedUpdate () {
   var movement : Vector3;
   movement = Vector3(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"), 0);
   if (movement.sqrMagnitude > 1)
      movement.Normalize();
   if (!ladderClimbing) {
      rb.AddRelativeForce(movement.y * Vector3.forward * ((grounded) ? groundSpeed : airSpeed));
      rb.AddRelativeForce(movement.x * Vector3.right * ((grounded) ? groundSpeed : airSpeed));
   } else {
      rb.AddRelativeForce(movement.y * Vector3.up * ladderSpeed);
   }
   if (jumping) {
      if (!superJump) {
         rb.AddForce(t.up * jumpSpeed);
      } else {
         rb.velocity = Vector3.zero;
         rb.AddForce(t.up * superJumpSpeed);
         superJump = false;
      }
      if (ladderClimbing) {
         offLadder = true;
         ladderClimbing = false;
      }
      jumping = false;
   }
   
    // We apply gravity manually for more tuning control
    rb.AddForce(Vector3(0, -gravity * rb.mass, 0));
}

function Jump () {
   if (grounded)
      jumping = true;
}

function SuperJump (superSpeed : float) {
   if (grounded) {
      superJumpSpeed = superSpeed;
      superJump = true;
      jumping = true;
   }
}

function OffLadder () {
   offLadder = true;
   ladderTop.SendMessage("ToggleTop");
}

function OnTriggerEnter ( col : Collider ) {
   if (!offLadder && col.tag == "TopLadder") {
      ladderTop = col.gameObject;
      Invoke ( "OffLadder", 1 );
      ladderClimbing = false;
      ladderTop.SendMessage("ToggleTop");
   }
}

function OnTriggerStay ( col : Collider ) {
   if ( col.transform.tag == "Ladder" ) {
      if (offLadder) {
         ladderClimbing = true;
         offLadder = false;
      }
      grounded = true;
      rb.drag = groundDrag;
   }
}

function OnCollisionEnter (collision : Collision) {
   grounded = true;
   rb.drag = groundDrag;
}

function OnCollisionStay (collision : Collision) {
   grounded = true;
   rb.drag = groundDrag;
}

function OnCollisionExit (collision : Collision)  {
   if (!ladderClimbing) {
      grounded = false;
      rb.drag = airDrag;
   }
}
This made me jizz a little , cant wait for release
Quote Originally Posted by [POWER] View Post
should have gone like:

mat: yo my server crasher works properly
noob: Im pretending I don't care
Quote Originally Posted by matypatty View Post


should have gone like:

mat: yo my server crasher works properly
noob: Im pretending I don't care
yo dawg i heard you like server crasher so i took your server crasher and put some server crasher in it so you can crash servers while you crash servers
Quote Originally Posted by Refrain View Post
yo dawg i heard you like server crasher so i took your server crasher and put some server crasher in it so you can crash servers while you crash servers
who need's vip when this is availible. i mean like this is just as good if not better, THANKS MAN. cant wait for the release
Quote Originally Posted by rangest70 View Post
who need's vip when this is availible. i mean like this is just as good if not better, THANKS MAN. cant wait for the release
@rangest70
It was released. I cant tell you were cause its against the rules.
Quote Originally Posted by superpwnd1 View Post
nice hack bro
Its not my hack anymore. matypatty took over. The 3some iz gone.
Posts 4660 of 69 · Page 4 of 5

Post a Reply

Similar Threads

Tags for this Thread

None

Need help?