View Full Version : [Release] Big Scope / No Scope
Zodak101
7th November 2007, 01:45
Saw another request for bigger scope like in the CSS No Scope material edit, figured all game hackers end up here at some point or another so best place to post i guess =)
Made the alpha channels black so the black area around the scope is no longer there.
Also made the power bar that goes to to 100% when zoomed in for however ammount of time to bright green (easier to see).
100% safe to use as it's only material edits. Have fun spotting snipers before they spot you :cheeky:
If people want i can do another version with a border.
Holz
7th November 2007, 01:57
Thanks, also for the no sky materials, I guess I'll have to make a working hacks sticky for TF2 soon.
Umtotalnoob
9th November 2007, 03:17
thanks
Zamus
9th November 2007, 04:21
also removes round timer and capture point/intel bar making it much harder to play
Zodak101
9th November 2007, 16:36
also removes round timer and capture point/intel bar making it much harder to play
Sorry i don't know what you mean, if you could post some screenshots it would help me understand and i can correct the problem, but from what i've read do you mean the bars at the bottom which display where the intel is, also the health bars etc? Because when zoomed i can see them fine. Also when zoomed in, when a point is being captured it still tells me how many people are there and how much of it is being captured.
Lithinator
9th November 2007, 17:58
also removes round timer and capture point/intel bar making it much harder to play
I have this and the mat hacks and the round timer and point/intel bar is still there..
Zodak101
9th November 2007, 18:08
I have this and the mat hacks and the round timer and point/intel bar is still there..
Thanks for the reply must be Samus's end then.
Annoying just did aload of testing to see what he/she was talking about. :susel:
Jesus Claus
12th November 2007, 03:09
also removes round timer and capture point/intel bar making it much harder to play
Type sv_cheats 1 and mat_reloadallmaterials in console at the tf2 menu.
th3_st1ck
12th November 2007, 23:25
also removes round timer and capture point/intel bar making it much harder to play
it may just be your options, if you go into options check and see if 'Minimal HUD' is checked, because if it is, it removes those things
x3
15th November 2007, 00:24
Has anyone attempted integrating moving colours or flash entities into their material hacks? This seems a way that esp styled materials can be possible.
I'll post a test soon when im not busy.
Also there must be a way to toggle mat hacks, for example compiling materials into an protected executable and extracting on runtime, and bypassing read-write protection while being used by the game?
Any ideas anyone?
emwu1988
26th December 2007, 21:57
thanks :) still would be nice to see a little border :P
hiimchris
30th December 2007, 00:11
Has anyone attempted integrating moving colours or flash entities into their material hacks? This seems a way that esp styled materials can be possible.
I'll post a test soon when im not busy.
Also there must be a way to toggle mat hacks, for example compiling materials into an protected executable and extracting on runtime, and bypassing read-write protection while being used by the game?
Any ideas anyone?
Interesting, but if you toggled materials, wouldn't that change your memory composition, therefore VAC detecting it as a hack? How would you go about bypassing read-write protection? Also, what do you mean flash entities?
bavid
30th December 2007, 14:08
This is superb, thanks. Now Iam killing all snipers :D
Zodak101
15th January 2008, 01:40
thanks :) still would be nice to see a little border :P
Well i've done one with a border was easy as pie todo. Would have uploaded sooner but been having trouble with uploading to MPC.. Ah well will give it one more try, wish me luck !
zyphere
15th January 2008, 20:43
Hey, thanks for the scope mod, works great. Really helps.
Quick question though, I've noticed on some servers I still see the scope border.
I'm assuming like other mat edits that this one is also restricted by sv_pure?
Silvablade
16th January 2008, 00:46
Yes, the server i play on most of the time has sv_pure 1, so the only things i can change and still see are the player models.
Zodak101
16th January 2008, 01:57
.
I'm assuming like other mat edits that this one is also restricted by sv_pure?
exactamundo :monster:
Skelletor22
17th May 2008, 15:10
Has anyone attempted integrating moving colours or flash entities into their material hacks? This seems a way that esp styled materials can be possible.
I'll post a test soon when im not busy.
Also there must be a way to toggle mat hacks, for example compiling materials into an protected executable and extracting on runtime, and bypassing read-write protection while being used by the game?
Any ideas anyone?
This is possible and has already been done by someone at CSS.
That hack is a material Chams (1 color infront and a other color behind the walls) wallhack and you can toggle it on and off.
That hack on css is called: Advanged tactical wallhack or something.
also normal hacks you can toggle on and off.
Just simply use 1 wallhacked model on each team. and then write a script so you have a cl_minmodels on / off toggle button.
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