View Full Version : Some codes
valenti1232289
5th November 2005, 14:18
This retlock thing works perfect for me, but i also use some other "private" codes as kizzamp said so this is whats left... Easy and good ;)
R6Weapons(ViewportOwner.Actor.Pawn.EngineWeapon).m _fCurrentFireJump = 0.0001;
R6Weapons(ViewportOwner.Actor.Pawn.EngineWeapon).P erfectAim();
R6PlayerController(ViewportOwner.Actor).m_bShakeac tive = False;
R6PlayerController(ViewportOwner.Actor).m_fRetLock Time = 0.0001;
R6PlayerController(ViewportOwner.Actor).m_fShakeRe turnTime = 0.0001;
A check for the esps running on ViewportOwner.Actor.Player.Console.WorldToScreen() :
//Before the setposanddrawtext
if (AngleCalc(90))
{
//setposeanddrawtext
}
function bool AngleCalc(int angle)
{
local vector AngleVecs[3];
if (ViewportOwner.Actor != None)
{
GetAxes(ViewportOwner.Actor.GetViewRotation(),Angl eVecs[0],AngleVecs[1],AngleVecs[2]);
return Normal(Player.Location - ViewportOwner.Actor.Pawn.Location) Dot Normal(AngleVecs[0]) > Cos(Pi * Angle / 180);
}
}
An easy radar:
function DrawRadar(byte Team, Canvas Canvas)
{
local float PosX,PosY;
local Vector Locs[4];
GetAxes(Normalize(ViewportOwner.Actor.Pawn.Rotatio n) + rot(0,16384,0),Locs[0],Locs[1],Locs[2]);
Locs[3]= Player.Location - ViewportOwner.Actor.Pawn.Location;
Locs[3].Z=0.00;
if (VSize (Locs[3]) > 20000)
return;
PosX=Canvas.ClipX * 0.10 + Locs[3] dot Locs[0] / 100;
PosY=Canvas.ClipY * 0.50 + Locs[3] dot Locs[1] / 100;
if (Team == 255)
Canvas.SetDrawColor(255,0,0);
else if (Team == 1)
Canvas.SetDrawColor(0,255,0);
else if (Team == 0 && Player == ViewportOwner.Actor.Pawn)
Canvas.SetDrawColor(255,255,255);
Canvas.SetPos(PosX - 2,PosY - 2);
if (Team==0 && Player == ViewportOwner.Actor.Pawn)
Canvas.DrawText("O");
else
Canvas.DrawText("+");
}
//call for enemy
DrawRadar(255,Canvas);
//call for friend
DrawRadar(1,Canvas);
//call for neutral
DrawESP(2,Canvas);
//your own actor
DrawESP(0,Canvas);
;)
GLoGG
5th November 2005, 14:54
This retlock thing works perfect for me, but i also use some other "private" codes as kizzamp said so this is whats left... Easy and good ;)
R6Weapons(ViewportOwner.Actor.Pawn.EngineWeapon).m _fCurrentFireJump = 0.0001;
R6Weapons(ViewportOwner.Actor.Pawn.EngineWeapon).P erfectAim();
R6PlayerController(ViewportOwner.Actor).m_bShakeac tive = False;
R6PlayerController(ViewportOwner.Actor).m_fRetLock Time = 0.0001;
R6PlayerController(ViewportOwner.Actor).m_fShakeRe turnTime = 0.0001;
A check for the esps running on ViewportOwner.Actor.Player.Console.WorldToScreen() :
//Before the setposanddrawtext
if (AngleCalc(90))
{
//setposeanddrawtext
}
function bool AngleCalc(int angle)
{
local vector AngleVecs[3];
if (ViewportOwner.Actor != None)
{
GetAxes(ViewportOwner.Actor.GetViewRotation(),Angl eVecs[0],AngleVecs[1],AngleVecs[2]);
return Normal(Player.Location - ViewportOwner.Actor.Pawn.Location) Dot Normal(AngleVecs[0]) > Cos(Pi * Angle / 180);
}
}
An easy radar:
function DrawRadar(byte Team, Canvas Canvas)
{
local float PosX,PosY;
local Vector Locs[4];
GetAxes(Normalize(ViewportOwner.Actor.Pawn.Rotatio n) + rot(0,16384,0),Locs[0],Locs[1],Locs[2]);
Locs[3]= Player.Location - ViewportOwner.Actor.Pawn.Location;
Locs[3].Z=0.00;
if (VSize (Locs[3]) > 20000)
return;
PosX=Canvas.ClipX * 0.10 + Locs[3] dot Locs[0] / 100;
PosY=Canvas.ClipY * 0.50 + Locs[3] dot Locs[1] / 100;
if (Team == 255)
Canvas.SetDrawColor(255,0,0);
else if (Team == 1)
Canvas.SetDrawColor(0,255,0);
else if (Team == 0 && Player == ViewportOwner.Actor.Pawn)
Canvas.SetDrawColor(255,255,255);
Canvas.SetPos(PosX - 2,PosY - 2);
if (Team==0 && Player == ViewportOwner.Actor.Pawn)
Canvas.DrawText("O");
else
Canvas.DrawText("+");
}
//call for enemy
DrawRadar(255,Canvas);
//call for friend
DrawRadar(1,Canvas);
//call for neutral
DrawESP(2,Canvas);
//your own actor
DrawESP(0,Canvas);
;)
looks nice dude ;) think mods should sticky this or make another tread bout full codes.. or sumthin newayz gj
valenti1232289
5th November 2005, 15:30
Thanks, now add me to msn :P I sent u a pm... ;)
$T$
5th November 2005, 18:57
GJ and welcome to RVS.
valenti1232289
5th November 2005, 19:19
:)
I also found something funny in cheatmanager class:
function KillAllPawns (Class<Pawn> aClass)
Would be fun if it worked, as i think it might since the security in RvS is low ;)
frikos
5th November 2005, 19:29
i used something similar once, don't know if it was exactly that function...
it worked in SP, but in MP the once i wanted to kill just became invisible for me :ermm:
GLoGG
5th November 2005, 19:32
:)
I also found something funny in cheatmanager class:
function KillAllPawns (Class<Pawn> aClass)
Would be fun if it worked, as i think it might since the security in RvS is low ;)
i have also found some cool ways with physics... go ghost mode in MP (bugs in other servers though)
ViewPortOwner.Actor.Pawn.SetPHYSICS(PHYS_Flying);
also try:
GoToState(PlayerFlying);
w/e the first one makes u walk in the air (own server).
valenti1232289
5th November 2005, 19:36
Lol, well glogg.. Added me to msn yet or what? :P If u cant see me online send me a pm with ur mail?
KizZamP-
5th November 2005, 20:12
Lol, well glogg.. Added me to msn yet or what? :P If u cant see me online send me a pm with ur mail?
nice job olav ;)
but for retlock you only need the me.engineweapon.perfectaim();
the rest doesn't do anything...btw the radar looks nice ;)
RuffianSoldier
5th November 2005, 20:20
nj Valenti.
I think we got off to a bad start. So lets start over.
Welcome to RvS section, guy. NJ.
GLoGG
5th November 2005, 20:24
Lol, well glogg.. Added me to msn yet or what? :P If u cant see me online send me a pm with ur mail?
yeh added u but u went offline and online the whole time lol...
C-X
5th November 2005, 20:26
nj on the radar ;)
valenti1232289
5th November 2005, 20:39
nice job olav ;)
but for retlock you only need the me.engineweapon.perfectaim();
the rest doesn't do anything...btw the radar looks nice ;)
Uhm, it does infact do soemthing :P I get no adjust on my crosshair when firing or doing anything... ;) Its like someone just drew it there... :P Dunno fi that works with only perfectaim
HyPeR-X
5th November 2005, 20:41
A check for the esps running on ViewportOwner.Actor.Player.Console.WorldToScreen() :
//Before the setposanddrawtext
if (AngleCalc(90))
{
//setposeanddrawtext
}
function bool AngleCalc(int angle)
{
local vector AngleVecs[3];
if (ViewportOwner.Actor != None)
{
GetAxes(ViewportOwner.Actor.GetViewRotation(),Angl eVecs[0],AngleVecs[1],AngleVecs[2]);
return Normal(Player.Location - ViewportOwner.Actor.Pawn.Location) Dot Normal(AngleVecs[0]) > Cos(Pi * Angle / 180);
}
}
;)
This does the same:
If ((ScreenPos.X > 0 && ScreenPos.X < Canvas,ClipX) && (ScreenPos.Y > 0 && ScreenPos.Y < Canvas.ClipY))
- HyPz
valenti1232289
5th November 2005, 21:10
Good one hypz ;)
tamimego
6th November 2005, 00:21
Hey Olav your radar is weird, check mine from obs :P automatically finds colors xD
valenti1232289
6th November 2005, 11:46
Ur radar beats mine ;) But also its coded by the uberduber Evil h4x0r Tamimego :P
Now ive done as you, and all the color shit is in one function ;)
OathKeep3r
11th November 2005, 01:27
This retlock thing works perfect for me, but i also use some other "private" codes as kizzamp said so this is whats left... Easy and good ;)
R6Weapons(ViewportOwner.Actor.Pawn.EngineWeapon).m _fCurrentFireJump = 0.0001;
R6Weapons(ViewportOwner.Actor.Pawn.EngineWeapon).P erfectAim();
R6PlayerController(ViewportOwner.Actor).m_bShakeac tive = False;
R6PlayerController(ViewportOwner.Actor).m_fRetLock Time = 0.0001;
R6PlayerController(ViewportOwner.Actor).m_fShakeRe turnTime = 0.0001;
A check for the esps running on ViewportOwner.Actor.Player.Console.WorldToScreen() :
//Before the setposanddrawtext
if (AngleCalc(90))
{
//setposeanddrawtext
}
function bool AngleCalc(int angle)
{
local vector AngleVecs[3];
if (ViewportOwner.Actor != None)
{
GetAxes(ViewportOwner.Actor.GetViewRotation(),Angl eVecs[0],AngleVecs[1],AngleVecs[2]);
return Normal(Player.Location - ViewportOwner.Actor.Pawn.Location) Dot Normal(AngleVecs[0]) > Cos(Pi * Angle / 180);
}
}
An easy radar:
function DrawRadar(byte Team, Canvas Canvas)
{
local float PosX,PosY;
local Vector Locs[4];
GetAxes(Normalize(ViewportOwner.Actor.Pawn.Rotatio n) + rot(0,16384,0),Locs[0],Locs[1],Locs[2]);
Locs[3]= Player.Location - ViewportOwner.Actor.Pawn.Location;
Locs[3].Z=0.00;
if (VSize (Locs[3]) > 20000)
return;
PosX=Canvas.ClipX * 0.10 + Locs[3] dot Locs[0] / 100;
PosY=Canvas.ClipY * 0.50 + Locs[3] dot Locs[1] / 100;
if (Team == 255)
Canvas.SetDrawColor(255,0,0);
else if (Team == 1)
Canvas.SetDrawColor(0,255,0);
else if (Team == 0 && Player == ViewportOwner.Actor.Pawn)
Canvas.SetDrawColor(255,255,255);
Canvas.SetPos(PosX - 2,PosY - 2);
if (Team==0 && Player == ViewportOwner.Actor.Pawn)
Canvas.DrawText("O");
else
Canvas.DrawText("+");
}
//call for enemy
DrawRadar(255,Canvas);
//call for friend
DrawRadar(1,Canvas);
//call for neutral
DrawESP(2,Canvas);
//your own actor
DrawESP(0,Canvas);
;)
One question, where do i put all these codes? I've looked in the ravenshield.ini and the user.ini...but I still can't find where to put these codes in...If anyone can help, it would be greatly appreciated.
DotProduct
11th November 2005, 01:31
lmao.... omg guys i almost cried when i saw this
OathKeep3r
11th November 2005, 01:34
lmao.... omg guys i almost cried when i saw this
lol....yes i know im noob...but i just want to know.
KizZamP-
11th November 2005, 11:01
go to artificialaiming.tk and download the ut2004 aimbot tutorial from there (it's similar to rvs,and can you learn a bit of unrealscipt).
ALBerT
24th November 2005, 23:24
hehe, its not his fault everyone has to start somewhere lmao. Do some searching around on the forum, and look at kizzamp's decent thread on coding.
Fluid
27th November 2005, 01:19
This retlock thing works perfect for me, but i also use some other "private" codes as kizzamp said so this is whats left... Easy and good ;)
R6Weapons(ViewportOwner.Actor.Pawn.EngineWeapon).m _fCurrentFireJump = 0.0001;
R6Weapons(ViewportOwner.Actor.Pawn.EngineWeapon).P erfectAim();
R6PlayerController(ViewportOwner.Actor).m_bShakeac tive = False;
R6PlayerController(ViewportOwner.Actor).m_fRetLock Time = 0.0001;
R6PlayerController(ViewportOwner.Actor).m_fShakeRe turnTime = 0.0001;
A check for the esps running on ViewportOwner.Actor.Player.Console.WorldToScreen() :
//Before the setposanddrawtext
if (AngleCalc(90))
{
//setposeanddrawtext
}
function bool AngleCalc(int angle)
{
local vector AngleVecs[3];
if (ViewportOwner.Actor != None)
{
GetAxes(ViewportOwner.Actor.GetViewRotation(),Angl eVecs[0],AngleVecs[1],AngleVecs[2]);
return Normal(Player.Location - ViewportOwner.Actor.Pawn.Location) Dot Normal(AngleVecs[0]) > Cos(Pi * Angle / 180);
}
}
An easy radar:
function DrawRadar(byte Team, Canvas Canvas)
{
local float PosX,PosY;
local Vector Locs[4];
GetAxes(Normalize(ViewportOwner.Actor.Pawn.Rotatio n) + rot(0,16384,0),Locs[0],Locs[1],Locs[2]);
Locs[3]= Player.Location - ViewportOwner.Actor.Pawn.Location;
Locs[3].Z=0.00;
if (VSize (Locs[3]) > 20000)
return;
PosX=Canvas.ClipX * 0.10 + Locs[3] dot Locs[0] / 100;
PosY=Canvas.ClipY * 0.50 + Locs[3] dot Locs[1] / 100;
if (Team == 255)
Canvas.SetDrawColor(255,0,0);
else if (Team == 1)
Canvas.SetDrawColor(0,255,0);
else if (Team == 0 && Player == ViewportOwner.Actor.Pawn)
Canvas.SetDrawColor(255,255,255);
Canvas.SetPos(PosX - 2,PosY - 2);
if (Team==0 && Player == ViewportOwner.Actor.Pawn)
Canvas.DrawText("O");
else
Canvas.DrawText("+");
}
//call for enemy
DrawRadar(255,Canvas);
//call for friend
DrawRadar(1,Canvas);
//call for neutral
DrawESP(2,Canvas);
//your own actor
DrawESP(0,Canvas);
;)
thx i think sum1 posted teh same code for retlock. but the radar looks nice thx!
KizZamP-
27th November 2005, 11:15
yea that retlock looks very similar to the XeiaieX retarded one.
though olav isn't retarded ^^ he's uber...lol
though this is norecoil + perfectaim(retlock)
R6Weapons(ViewportOwner.Actor.Pawn.EngineWeapon).m _fCurrentFireJumP = 0.0001;
R6Weapons(ViewportOwner.Actor.Pawn.EngineWeapon).P erfectAim();
R6PlayerController(ViewportOwner.Actor).m_bShakeac tive = False;
R6PlayerController(ViewportOwner.Actor).m_fRetLock Time = 0.0001;
R6PlayerController(ViewportOwner.Actor).m_fShakeRe turnTime = 0.0001;
but this does the same thing (in new bots also)
R6Weapons(ViewportOwner.Actor.Pawn.EngineWeapon).P erfectAim();
R6PlayerController(ViewportOwner.Actor).m_bShakeac tive = False;
kizzamp-
valenti1232289
27th November 2005, 11:29
Ah, k... Didn exactly test alot on that one ;)
C-X
27th November 2005, 12:22
LMAO kizzamp when u say it looks alot like the one from XeiaieX u mean XanaX's RR6...He ripped the whole f*cking hack and added Gun skinhack LOL :S
KizZamP-
27th November 2005, 13:11
o yea that's true lol kinda forgot^^
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