[ASSAULTCUBE] Hack Tutorials

Posts 31–45 of 102 · Page 3 of 7
Quote Originally Posted by BooYa View Post
Nee ik heb alleen de guninfo waarden verandert, misschien komt het omdat ik ook waarden als reloadtime verandert heb. Ik zal het even testen

EDIT: Het werkt nu dus het zal hier wel aan gelegen hebben. Ik kan alleen niet meer met dat pistool schieten
De standaard waardes zitten in mijn eerste post, je kunt die ff copieren ^^
Quote Originally Posted by Hell_Demon View Post
De standaard waardes zitten in mijn eerste post, je kunt die ff copieren ^^
Ja heb hem al aan het werken gekregen alleen pistool wil niet schieten. Had de HP van mijn speler ook verandert dus vermoed dat dat het probleem was
ik zie nu al uit naar de herfstvakantie dan heb ik tijd en kan ik er tijd aan besteden
Code:
attackphysics(from, to);

		hits.setsizenodelete(0);
		raydamage(from, to, owner);
		attackfx(from, to, 0);

		gunwait = info.attackdelay;
		mag--;

		sendshoot(from, to);
Ik heb dit gedeelte dus verandert in je onderstaande code en zodra ik probeer te schieten crasht het spel en krijg ik een error. Ik krijg dezelfde error met het mes
Quote Originally Posted by BooYa View Post
Code:
attackphysics(from, to);

		hits.setsizenodelete(0);
		raydamage(from, to, owner);
		attackfx(from, to, 0);

		gunwait = info.attackdelay;
		mag--;

		sendshoot(from, to);
Ik heb dit gedeelte dus verandert in je onderstaande code en zodra ik probeer te schieten crasht het spel en krijg ik een error. Ik krijg dezelfde error met het mes
dat gebeurd omdat er geen vijand is, ik was te lui om checks toe te voegen ^^

if a mod could update:
Code:
float tdist=9999999.9; //max distance we want
	int target=-1; // temporary target
	vec newto; // where our new hit location is
	loopv(players)
	{
		if(players[i]==NULL) continue; //if the pointer is not NULL
		if(!isteam(player1->team, players[i]->team) && players[i] != player1 && players[i]->state == CS_ALIVE) // and the team isnt the same, its not pointing to our own player and the enemy is alive
		{
			if(from.distxy(players[i]->o)<tdist) // check if the distance is below the best distance
			{
				tdist=from.distxy(players[i]->o);// if it is save our new distance as best distance
				target=i; // assign our target
			}
		}
	}
	newto = players[target]->o; // the new hit location is our enemys location
	attackphysics(from, newto);// send the attack physics

	hits.setsizenodelete(0);
	raydamage(from, newto, owner); // apply the damage
	attackfx(from, newto, 0); // apply the effects
		
	gunwait = info.attackdelay; // apply the gun wait time
	mag--; // decrease our ammo

	sendshoot(from, newto); // send our shot over to the server
into
Code:
float tdist=9999999.9; //max distance we want
	int target=-1; // temporary target
	vec newto; // where our new hit location is
	loopv(players)
	{
		if(players[i]==NULL) continue; //if the pointer is not NULL
		if(!isteam(player1->team, players[i]->team) && players[i] != player1 && players[i]->state == CS_ALIVE) // and the team isnt the same, its not pointing to our own player and the enemy is alive
		{
			if(from.distxy(players[i]->o)<tdist) // check if the distance is below the best distance
			{
				tdist=from.distxy(players[i]->o);// if it is save our new distance as best distance
				target=i; // assign our target
			}
		}
	}
	if(target != -1)
	{
		newto = players[target]->o; // the new hit location is our enemys location
		attackphysics(from, newto);// send the attack physics

		hits.setsizenodelete(0);
		raydamage(from, newto, owner); // apply the damage
		attackfx(from, newto, 0); // apply the effects
		
		gunwait = info.attackdelay; // apply the gun wait time
		mag--; // decrease our ammo

		sendshoot(from, newto); // send our shot over to the server
	}
	else
	{
		attackphysics(from, to);// send the attack physics

		hits.setsizenodelete(0);
		raydamage(from, to, owner); // apply the damage
		attackfx(from, to, 0); // apply the effects
		
		gunwait = info.attackdelay; // apply the gun wait time
		mag--; // decrease our ammo

		sendshoot(from, to); // send our shot over to the server
	}
it would be much appreciated fixes a crash when shooting if there is no enemy
damnit how noob can i be it still doesnt work because i dont have VS 2008 SP1 im installing it right now it should work now
tell everyone else to get SP1 if it doesnt come with the VS 2008 + get SDK 1.1

my VS 2008 is pirated so i think thats why.
Umm ok so i did everything you said. But what should i build? like what type of project should i open? then build?
Quote Originally Posted by [Jesuz] View Post
Umm ok so i did everything you said. But what should i build? like what type of project should i open? then build?
source/vcpp/cube
OMG! u haxxed mah account and forced me to post into this topic that now contains all of my codens
Quote Originally Posted by bloodzknight View Post
yo got a question man
like wut do i do with the codes on this page
You shove them up your ass, take a dump in the toilet and hope for a hax tree to grow.
Quote Originally Posted by Hell_Demon View Post
You shove them up your ass, take a dump in the toilet and hope for a hax tree to grow.
Will this work with all codes?
I couldn't get assaultcube to compile, so then i remembered " hey, sauerbraten compiles just fine! ". I then went snifting through the sauerbraten src and found pretty much the same code. You can go into physics.cpp and change the gravity settings and the jump force or you can make it so you can walk up walls. Since sauerbraten's code is slightly different, I found the guninfo in game.cpp/.h. I'm assuming the "part" variable is the spread, but with them all set to 0 there are no changes in the game. Everything else works perfecting except spread though. The rate of fire, damage, range of weapons, etc. are all changed to crazy numbers. chainsaw snipe ftw? Anyway, thanks for this tut, you opened new doors for me.
Posts 31–45 of 102 · Page 3 of 7
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