View Full Version : All about Devmode
Towncivilian
19th July 2004, 22:25
I got the devmode.txt thing that gives u a better spoke and stuff in the M16A2 and removes recoil and all that junk, but it never works with SAWs and some other guns, and does it remove breathing? also is there any way to make it not display fog, i DID put Show fog in to the text file but it didn't remove fog on bridge or anywhere else
EDIT: last time i checked i dont think it removed recoil on the M82 or wa sit M24... anyways i removed the high-rate of fire also...
EDIT2: i fixed the title a bit better
[ MPC Staff Edit ]
~~ATTENTION~~
This thread has been heavily modifed by MpC Staff. More Then 200 posts have been deleted. None of these deletions were due to any real rule breaking violations, so do not be alarmed. This was mainly to allow the thread to be more helpfull and eficient for those just starting to read the thread. I have, and may continue to delete more posts. I'm still hoping that no one minds me doing this, but many of you "had" posted that the thread needed to be cleaned or reposted. I felt it should be cleaned as there's way to much relavent info here to just discard.
-JBL
JohnBLucky
19th July 2004, 23:49
Devmode can't be used while connected to the server. Devmode can be used while in training but it is detected. Devmode can be used before you join a server and is NOT detected by PB or the game itself. Not all devmode commands work while not connected to a server, so they can't be used, like the command to remove fog.
Towncivilian
20th July 2004, 04:29
oke thx...maybe someone can post me the commands or a gimme a link to the commands!
<edit> damn...i just did what u told me, i still can't get it to work!!!
oke here's what i do: 1- putted the demode.txt file in my aao system folder. 2- open my user.ini file and make a bind ( 9=exec AAO.txt), 3-start the game...at main menu press 9 or type exec AAO.txt and 4- join a server...when im in a type devmode 1 and then i type the "show" commands which are the only ones i know for now!!
nothing happends...maybe im doing something wrong :confused:
rename that to whatever you want, put it in C:\Program Files\America's Army\System, at the main menu press console and type 'exec <filename>.txt' without the 's, join a server, and ur set... its totally undetected
temp2
20th July 2004, 13:39
I'm just saying, there's only been 1 public ...
That still did not have all 2.1 weapons. Here they are with their base classes:
Weapon
AGP_Weapon
Weapon_AK74_Rifle
Weapon_AK74su_Rifle
Weapon_GP30_Gren
Weapon_M16A2_Rifle
Weapon_M16A2_Trainer
Weapon_M203_Gren
Weapon_M249_SAW
Weapon_M24_Sniper
Weapon_M4A1_Rifle_Mod
Weapon_M82_Sniper
Weapon_M870_Shotgun
Weapon_MosinNagant_Sniper
Weapon_RPK_SAW
Weapon_SPR_Sniper
Weapon_SVD_Sniper
Weapon_Vintorez_Sniper
ThrowWeapon
Throw_M14_Incendary
Throw_M583_Flare
Throw_M67_Frag
Throw_M83_Smoke
Throw_M84_Stun
Throw_MILES_Granade
Throw_PDM_Mine
Throw_RGD5_Frag
RocketWeapon
Weapon_AT4_Rocket
Weapon_Guerilla_RPG7_Rocket
Weapon_RPG7_Rocket
PistolWeapon
Weapon_M9_Pistol
FixedWeapon
Weapon_BTR_HMG
Weapon_M2_HMG
Thus 2 get perfect accuracy and no recoil for the M249 SAW the command is:
devmode 1 |
set set Weapon_M249_SAW bWpnAccuracy false |
set Weapon_M249_SAW bWpnRecoil false |
devmode 0
No smoke and no stun as follows:
devmode 1 |
set Throw_M83_Smoke csmokeemitter none |
set Throw_M84_Stun _fmaxvisintensity 0 |
devmode 0
Simple. Note though that if the class is not instantiated the operation will fail because there is nothing to affect. To solve that just summon it.
3y3w4nn4ch34t
20th July 2004, 22:37
Heres a little something for you guys to play with. Basically, use UTPT like you would for AAOM. But your going to write it like this.....
set [ name of .u file ][group][property][false or true etc...]
example: devmode 1 | set engine.zoneinfo bDistanceFog false | devmode 0
You can find all the devmode commands this way. But not all work for multiplayer. ;)
JohnBLucky
21st July 2004, 03:38
The command to remove smoke is:
set throw_m83_smoke csmokeemitter none
The code to remove fog is:
set ZoneInfo bDistanceFog 0
The command that was thought to have removed the effects of flash bangs was:
set Throw_m84_Stun _fMaxVisIntensity 0
But it doesn't seem to work (at least for me). These are all public and available in the TXT file posted in this thread. The command to remove fog only works if you use it once you're in a server, but you can't use the command while you're on a server, so look for a new one. These can all be used the same way. You can either type in:
Devmode 1 | set throw_m83_smoke csmokeemitter none | Devmode 0
Or
Devmode 1
set throw_m83_smoke csmokeemitter none
Devmode 0
Or you can put them in a text file in the AAO\System folder and execute the entire text by typing:
Exec TextName.txt
Now, keep in mind that these must be used while not in a server, and must be re-entered every time you join a new server. These can all be found using UTPT. Simply open up any of the existing U files and search through the thousands of lines of code looking for neat things to tweak like the rest of us have. It's just like coding for AAOM, minus the XML stuff. There's many tutorials for UTPT, UScript (which is what the U files are written in, and is very similar to C++), and AAOM. Read the sticky thread "Walkthroughs and Downloads". Specifically the section titled "Source Codes and Hack Tutorials".
temp2
21st July 2004, 04:54
also does anyone have a perfect accuracy command the one in the file when you download it doesnt work for me in multi player.
You probably have what in script is called perfect accuracy but don't know it. Breathing is much harder to switch off as is bullet impact effects as both of these occur on the Pawn you currently posses and not the Weapon. Clearly if a Pawn bone moves that is the attachment point for a Weapon your effective accuracy is reduced.
As soon as server connection initiates it instantiates, updates and destroys the objects derived from the classes you have changed however it does not do this for all public variables for all classes. Check out http://wiki.beyondunreal.com/wiki/ to get you started. http://www.unrealwiki.com/wiki/Console_Commands/Debugging_Console_Commands
N.B. Set commands on the class from which a sub-class is derived affect all sub-classes.
temp2
21st July 2004, 10:34
Where did the _cscopeclass come into play? How was it found. I'm trying to attach some mods, but it isn't working.
This is what I have:
set weapon_m4a1_rifle _cscopeclass Class'AGP_Inventory.AttachMod_Anpvs10_sight'
_cScopeClass is from the inherited AGP_Weapon class. Other possible scopes are:
ScopeW_ACOG_4X
ScopeW_ACOG_Reflex
ScopeW_AK74_Rifle
ScopeW_AK74su_Rifle
ScopeW_AT4_Rocket
ScopeW_M16A2_Rifle
ScopeW_M203_Gren
ScopeW_M249_SAW
ScopeW_M24_Sniper
ScopeW_M4_Rifle
ScopeW_M68_Aimpoint
ScopeW_M82_Sniper
ScopeW_M9_Pistol
ScopeW_MosinNagant_Sniper
ScopeW_RPG7_Rocket
ScopeW_SVD_Sniper
From the base scope class BaseScope the following exposed properties look interesting;:)
bInstantZoom
iZoomFOV
tZoomOverlay
temp2
21st July 2004, 10:48
The command that was thought to have removed the effects of flash bangs was:
set Throw_m84_Stun _fMaxVisIntensity 0
set Throw_M84_Stun _fDamageRadius 0
set Throw_M84_Stun _fKillRadius 0
set Throw_M84_Stun _fEffectDuration 0
set Throw_M84_Stun _fMaxAudIntensity 0
set Throw_M84_Stun _fMaxVisIntensity 0
Should do the trick
temp2
21st July 2004, 10:53
The only problem is, I don't have a file called AGP_Weapons in my System folder.
Dude you seriously need to download UTPT. http://www.acordero.org/projects/utpt/index.htm
The Scope Classes are in AGP_Inventory like the Weapons. The BaseScope class in AGP.
temp2
21st July 2004, 13:43
Alright, am I supposed to be looking in the AGP.u file or AGP_Inventory file?
All of them! You have to work out what you are interested in and search for it. Then see what methods and properties are associated with it.
You can also try in single player, windowed mode (not full screen)
Summon AGP_Inventory.PickupW_RPK_SAW
EditDefault Class=Weapon_RPK_SAW
That then pops up a window showing you the default settings for that class and what classes it is based upon.
Try also ShowDebug
before i forget, can you summon weapons ingame whit this file too?
Dream on dude. Be fun if you could though eh!
mele4nyc
21st July 2004, 18:17
I don't know but i never did get devmode to work on the saw and the rpk. It works fine on everything else but i guess those are the exceptions along with the 3 sniper rifles.
Towncivilian
21st July 2004, 18:55
umm well since i made a no-recoil for all weapons for someone, ill also post it here...
make sure to name it something non-cheat related, just incase :) like bridge.txt or MOUT.txt or summat
Towncivilian
21st July 2004, 20:02
yes, but i can put my one with the recoil INSIDE it so you only have to do one exec.... again... lol might as well
rename it to whatever filename u lke and overwrite the one in the AA system folder and exec <filename>.txt as always at the main menu
Towncivilian
22nd July 2004, 02:18
hey guys, can this replace the devmode.txt (and yes i just kept editing that text file which had the m16 junk 6 times lol) and actually be execed in one complete.txt file and still work as the devmode.txt?
EDIT: here is complete and complete2.txt in one text file
i get this when trying to exec this within a single player server:
Log: Execing mout.txt
ExecWarning: Unrecognized class NightOpticsDevice
ExecWarning: Unrecognized property iMissFire
ExecWarning: Unrecognized property iMissFire
ExecWarning: Unrecognized property iMissFire
ExecWarning: Unrecognized class Weapon_M203_GREN
ExecWarning: Unrecognized class Weapon_M203_GREN
ExecWarning: Unrecognized class Weapon_M203_GREN
ExecWarning: Unrecognized class Weapon_M203_GREN
ExecWarning: Unrecognized class Weapon_M203_GREN
ExecWarning: Unrecognized class Weapon_M203_GREN
ExecWarning: Unrecognized class Weapon_M203_GREN
ExecWarning: Unrecognized class Weapon_M203_GREN
ExecWarning: Unrecognized class Weapon_M203_GREN
ExecWarning: Unrecognized class Weapon_M203_GREN
ExecWarning: Unrecognized class Weapon_M203_GREN
ExecWarning: Unrecognized class Weapon_M203_GREN
ExecWarning: Unrecognized class Weapon_M203_GREN
ExecWarning: Unrecognized class Weapon_M24_SNIPER
ExecWarning: Unrecognized class Weapon_M24_SNIPER
ExecWarning: Unrecognized class Weapon_M24_SNIPER
ExecWarning: Unrecognized class Weapon_M24_SNIPER
ExecWarning: Unrecognized class Weapon_M24_SNIPER
ExecWarning: Unrecognized class Weapon_M24_SNIPER
ExecWarning: Unrecognized class Weapon_M24_SNIPER
ExecWarning: Unrecognized class Weapon_M24_SNIPER
ExecWarning: Unrecognized class Weapon_M24_SNIPER
ExecWarning: Unrecognized class Weapon_M24_SNIPER
ExecWarning: Unrecognized class Weapon_M24_SNIPER
ExecWarning: Unrecognized class Weapon_M24_SNIPER
ExecWarning: Unrecognized class Weapon_M24_SNIPER
ExecWarning: Unrecognized class Weapon_M249_SAW
ExecWarning: Unrecognized class Weapon_M249_SAW
ExecWarning: Unrecognized class Weapon_M249_SAW
ExecWarning: Unrecognized class Weapon_M249_SAW
ExecWarning: Unrecognized class Weapon_M249_SAW
ExecWarning: Unrecognized class Weapon_M249_SAW
ExecWarning: Unrecognized class Weapon_M249_SAW
ExecWarning: Unrecognized class Weapon_M249_SAW
ExecWarning: Unrecognized class Weapon_M249_SAW
ExecWarning: Unrecognized class Weapon_M249_SAW
ExecWarning: Unrecognized class Weapon_M249_SAW
ExecWarning: Unrecognized class Weapon_M249_SAW
ExecWarning: Unrecognized class Weapon_M249_SAW
ExecWarning: Unrecognized class Weapon_M4A1_RIFLE
ExecWarning: Unrecognized class Weapon_M4A1_RIFLE
ExecWarning: Unrecognized class Weapon_M4A1_RIFLE
ExecWarning: Unrecognized class Weapon_M4A1_RIFLE
ExecWarning: Unrecognized class Weapon_M4A1_RIFLE
ExecWarning: Unrecognized class Weapon_M4A1_RIFLE
ExecWarning: Unrecognized class Weapon_M4A1_RIFLE
ExecWarning: Unrecognized class Weapon_M4A1_RIFLE
ExecWarning: Unrecognized class Weapon_M4A1_RIFLE
ExecWarning: Unrecognized class Weapon_M4A1_RIFLE
ExecWarning: Unrecognized class Weapon_M4A1_RIFLE
ExecWarning: Unrecognized class Weapon_M4A1_RIFLE
ExecWarning: Unrecognized class Weapon_M4A1_RIFLE
ExecWarning: Unrecognized property iMissFire
ExecWarning: Unrecognized class Weapon_M82_SNIPER
ExecWarning: Unrecognized class Weapon_M82_SNIPER
ExecWarning: Unrecognized class Weapon_M82_SNIPER
ExecWarning: Unrecognized class Weapon_M82_SNIPER
ExecWarning: Unrecognized class Weapon_M82_SNIPER
ExecWarning: Unrecognized class Weapon_M82_SNIPER
ExecWarning: Unrecognized class Weapon_M82_SNIPER
ExecWarning: Unrecognized class Weapon_M82_SNIPER
ExecWarning: Unrecognized class Weapon_M82_SNIPER
ExecWarning: Unrecognized class Weapon_M82_SNIPER
ExecWarning: Unrecognized class Weapon_M82_SNIPER
ExecWarning: Unrecognized class Weapon_M82_SNIPER
ExecWarning: Unrecognized class Weapon_M82_SNIPER
ExecWarning: Unrecognized class Weapon_M870_SHOTGUN
ExecWarning: Unrecognized class Weapon_M870_SHOTGUN
ExecWarning: Unrecognized class Weapon_M870_SHOTGUN
ExecWarning: Unrecognized class Weapon_M870_SHOTGUN
ExecWarning: Unrecognized class Weapon_M870_SHOTGUN
ExecWarning: Unrecognized class Weapon_M870_SHOTGUN
ExecWarning: Unrecognized class Weapon_M870_SHOTGUN
ExecWarning: Unrecognized class Weapon_M870_SHOTGUN
ExecWarning: Unrecognized class Weapon_M870_SHOTGUN
ExecWarning: Unrecognized class Weapon_M870_SHOTGUN
ExecWarning: Unrecognized class Weapon_M870_SHOTGUN
ExecWarning: Unrecognized class Weapon_M870_SHOTGUN
ExecWarning: Unrecognized class Weapon_M870_SHOTGUN
ExecWarning: Unrecognized class Weapon_M9_PISTOL
ExecWarning: Unrecognized class Weapon_M9_PISTOL
ExecWarning: Unrecognized class Weapon_M9_PISTOL
ExecWarning: Unrecognized class Weapon_M9_PISTOL
ExecWarning: Unrecognized class Weapon_M9_PISTOL
ExecWarning: Unrecognized class Weapon_M9_PISTOL
ExecWarning: Unrecognized class Weapon_M9_PISTOL
ExecWarning: Unrecognized class Weapon_M9_PISTOL
ExecWarning: Unrecognized class Weapon_M9_PISTOL
ExecWarning: Unrecognized class Weapon_M9_PISTOL
ExecWarning: Unrecognized class Weapon_M9_PISTOL
ExecWarning: Unrecognized class Weapon_M9_PISTOL
ExecWarning: Unrecognized class Weapon_M9_PISTOL
ExecWarning: Unrecognized class Weapon_MOSINNAGANT_SNIPER
ExecWarning: Unrecognized class Weapon_MOSINNAGANT_SNIPER
ExecWarning: Unrecognized class Weapon_MOSINNAGANT_SNIPER
ExecWarning: Unrecognized class Weapon_MOSINNAGANT_SNIPER
ExecWarning: Unrecognized class Weapon_MOSINNAGANT_SNIPER
ExecWarning: Unrecognized class Weapon_MOSINNAGANT_SNIPER
ExecWarning: Unrecognized class Weapon_MOSINNAGANT_SNIPER
ExecWarning: Unrecognized class Weapon_MOSINNAGANT_SNIPER
ExecWarning: Unrecognized class Weapon_MOSINNAGANT_SNIPER
ExecWarning: Unrecognized class Weapon_MOSINNAGANT_SNIPER
ExecWarning: Unrecognized class Weapon_MOSINNAGANT_SNIPER
ExecWarning: Unrecognized class Weapon_MOSINNAGANT_SNIPER
ExecWarning: Unrecognized class Weapon_MOSINNAGANT_SNIPER
ExecWarning: Unrecognized class Weapon_RPG7_ROCKET
ExecWarning: Unrecognized class Weapon_RPG7_ROCKET
ExecWarning: Unrecognized class Weapon_RPG7_ROCKET
ExecWarning: Unrecognized class Weapon_RPG7_ROCKET
ExecWarning: Unrecognized class Weapon_RPG7_ROCKET
ExecWarning: Unrecognized class Weapon_RPG7_ROCKET
ExecWarning: Unrecognized class Weapon_RPG7_ROCKET
ExecWarning: Unrecognized class Weapon_RPG7_ROCKET
ExecWarning: Unrecognized class Weapon_RPG7_ROCKET
ExecWarning: Unrecognized class Weapon_RPG7_ROCKET
ExecWarning: Unrecognized class Weapon_RPG7_ROCKET
ExecWarning: Unrecognized class Weapon_RPG7_ROCKET
ExecWarning: Unrecognized class Weapon_RPG7_ROCKET
ExecWarning: Unrecognized class Weapon_RPK_SAW
ExecWarning: Unrecognized class Weapon_RPK_SAW
ExecWarning: Unrecognized class Weapon_RPK_SAW
ExecWarning: Unrecognized class Weapon_RPK_SAW
ExecWarning: Unrecognized class Weapon_RPK_SAW
ExecWarning: Unrecognized class Weapon_RPK_SAW
ExecWarning: Unrecognized class Weapon_RPK_SAW
ExecWarning: Unrecognized class Weapon_RPK_SAW
ExecWarning: Unrecognized class Weapon_RPK_SAW
ExecWarning: Unrecognized class Weapon_RPK_SAW
ExecWarning: Unrecognized class Weapon_RPK_SAW
ExecWarning: Unrecognized class Weapon_RPK_SAW
ExecWarning: Unrecognized class Weapon_RPK_SAW
ExecWarning: Unrecognized class Weapon_SVD_SNIPER
ExecWarning: Unrecognized class Weapon_SVD_SNIPER
ExecWarning: Unrecognized class Weapon_SVD_SNIPER
ExecWarning: Unrecognized class Weapon_SVD_SNIPER
ExecWarning: Unrecognized class Weapon_SVD_SNIPER
ExecWarning: Unrecognized class Weapon_SVD_SNIPER
ExecWarning: Unrecognized class Weapon_SVD_SNIPER
ExecWarning: Unrecognized class Weapon_SVD_SNIPER
ExecWarning: Unrecognized class Weapon_SVD_SNIPER
ExecWarning: Unrecognized class Weapon_SVD_SNIPER
ExecWarning: Unrecognized class Weapon_SVD_SNIPER
ExecWarning: Unrecognized class Weapon_SVD_SNIPER
ExecWarning: Unrecognized class Weapon_SVD_SNIPER
anyone know what it is? well i just hope it works in MP, but all the commands wont, i know that by now.. :glasses:
temp2
22nd July 2004, 04:58
It works damn fine...i just played like 32 rounds whit it and kicked some mayor buts!!!
a few thing that i can't get straight...I've played only bridge whit this devmode thing file...maybe they won't work on birdge, cause i ain't getting no Flash, no fog, no effect from, flash bang, no effect from nades and the sniper scope won't work for the m203,GP and the saw!
here are the things i get when i play on bridge...m16/ak47/RPK whit scope on it and high fire rate and no smoke!!!
Maybe the work on other maps!!
Yep exactly that. It's highly dependant upon what the map actually uses and alters. All these set commands rely on the default values for a class not being changed once the games level starts.
Thus if say and RPK_SAW is only created when a game starts the set command cannot work on anything and if the M24 gets a scope assigned to it at game start you get that scope.
Where its really useful is for things like AK47su's which are usually spawned in their default configuration. It turns such weapons into killing machines.
Of course the next level of game hacking is knowing what variables you wish to change, to alter them dynamically when the game is running and patch class methods.
temp2
22nd July 2004, 12:25
Don’t like the new scope overlay on your AK47su? Well change it.
devmode 1 |
set Weapon_AK74su_Rifle _cscopeclass Class'AGP_Inventory.ScopeW_M82_Sniper'
set ScopeW_M82_Sniper tZoomOverlay Texture'T2-FX.Overlay. m24_overlay_sight'
devmode 0
other overlays include:
m82a1_overlay_sight
acog4x32_overlay_sight
m24_overlay_sight
mn_sniper_overlay_sight
reflex_overlay_sight
svd_overlay_sight
Now for the challenge. The zoom on the scope is controlled by a variable length array aZoomFOV. So to change it the set command should be something like this:
set ScopeW_M82_Sniper aZoomFOV [0] 8.5
But I have not managed to find the syntax for the set command assignment of values for arrays. It definitely can be done as I managed it with the EditDefault Class= ScopeW_M82_Sniper command which pops up the edit box. Can you find the correct syntax? (It would be very nice to set your scope zoom as you require).
temp2
22nd July 2004, 13:32
Default FOV for normal view, no weapon is 85. Not sure if this helps.
The array is is currently:
[0] 8.5
I'd like it to be something like
[0] 20
[1] 10
[2] 5
[3] 2.5
[4] 1
Thus the scope may be able to exibit variable Zoom and very high maginification. i.e the whole screen = 1 arc degree ;-)
Must admit the RPK with the MosinNagant sniper scope is fun.
kilozulu
22nd July 2004, 14:15
Alright, I was screwing around witht he commands posted earlier (thanks TEMP) and I came across some settings. Which I tweaked accordingly.
set Throw_M67_Frag cExplosionEmitter false |
set Throw_M67_Frag _fThrowSpeed 1500.000000 |
set Throw_M67_Frag _fThrowTime 0.000010 |
set Throw_M67_Frag _fMinFuseTime 1.5 |
The cExplosionEmitter makes so that the frag doesnt emit that smoke puff after it explodes, it works online, but nothing else does. They all work in single player though.
It's actually quite cool, cause you can toss a nade twice as far, twice as fast. And the cook is 1.5 seconds as apposed to 4 :)
LOCALACCT
22nd July 2004, 17:01
INSIDE THE TEXT FILE JBL PROVIDED US <SO KINDLY IF I MIGHT ADD> RIGHT UNDER THE
set Throw_M67_Frag SECTION JUST TO KEEP IT NEAT
Cooll..oke where do i put that?!
Nopiw
22nd July 2004, 20:23
@Majic: no fog option works only in single mode.
@LOCALACCT: thx for the help...next time, try typing whitout 'Caps' i get the feeling that ur shouting at me when you type in 'Caps mode':P
@Kilozulu: what if i want only the 'toss a nade twice as far, twice as fast' option...I just put "set Throw_M67_Frag _fThrowSpeed 1500.000000 "
in my file...right?!
It would be cool if that worx in multiplayer. I tested it with 4000.000000... U can snipe with that high values hehe.
JohnBLucky
22nd July 2004, 20:38
~=NEW VERSION 3=~
Changes:
1. Has a bit more menu like structure, giving thanks to those who created it (I've only put them together in a nice formate).
2. Describes how to change the scopes.
3. Fixed a typo for the AT4 Class (Thanks Jonas)
4. Fixed (Partially) the error where when you select a weapon, the changes haven't taken effect (only works for some weapons).
5. Commented out sections which caused visible errors such as (Unrecognized Class). Part of #4 actually, heh.
6. Placed in a zip file to make downloads quicker and save space.
New Feature:
1. Added support for all grenade types.
2. Added an option allowing you to change the look of a scope.
***************************
USAGE:
1. Download the ZIP file.
2. Open it and place the "Complete3.txt" file from the Zip into your AAO\System folder (the default location is C:\Program Files\America's Army\System)
3. Rename the file to anything you want .TXT
4. Open AAO and open the console screen (default button is `, the key to the left of the 1 key).
4. Type "exec complete.txt"
*Note: Replace complete.txt with whatever you named the file and don't use the quotes.
5. Join a server and you're ready to rock.
*Note: You must execute the command before you join a server and everytime you go to join a server.
kilozulu
22nd July 2004, 21:58
Hey guys
JBL - when all the c ommands say: (for example)
set Weapon_AK47_RIFLE iMissFire 0
The command is actually iMisFire 0. There should only be 1 s. Just to ley ya know :|.
Edit - here is the file I use, complete with M24 scopes. If you all want it. (and that edited typo above) Rename the file to whatever you want.
Towncivilian
22nd July 2004, 22:09
ill just do iMissFire 0 replace with iMisFire 0 in notepad :) and remove the ; manually
EDIT: here is JBL's text file, with the iMissFire 0 corrected and enabled. As always, you can rename it.
EDIT2: i believe this topic should be pinned considering it has 2.4k views, and is constantly being updates :beard:
importdrinker
23rd July 2004, 00:45
mega thanks to everyone who worked on this...kewl beanz...
anyway, thought id throw my hat in the ring with this one....
this is Town's fix of JBL's complete3 turned down a notch to be less obvious to opponents.......(180000...omg)
this way if u miss u still got bullets left....
EDIT: I should add, i turned down fire on all weapons, but ONLY fine tuned G, AR, M4A1AUTO, M16, RPK, and AK47.....hmmmm...WC anyone?.....hope I didn't mess anyone up.....anyway srry if i did...
noob-cheater
23rd July 2004, 03:03
ok i need help fast ive got the file unzipped and its in my aao system as afolder named roll. txt but evertime i exec. it at the main menu it flipps the page as if it is on i go ahead and enter the game on tunnel and it doesnt give me auto-fire so i know its not working what do i do plx help me
hey all i have is j.b.ls text.file3 do i need some other devmode first
when in game do u type mpcheatclass r or should it be on all by itself when u first enter the game
ok i got mout text, im gonna try it ill post back later thx man
listen this is what u do, you put the file into your AAO/system folder, you start the game...when the entry page show's up you type exec roll.txt and then you just enter a server!!! you don't need to enter nothing anymore, you will get MOS scope on your Rilfle and on some other weapons 2, not alla them!! some thing just don't work in MP!! you will also get no smoke in MP whit the devmode file!
oke that was it what contains you bigg-boy!!
Now i have another bug or i don't know what it is!!! u used the update that importdrinker made...when start the game and exec the file, i heard all the weapons load/armed up( you know that click click sound) i don't know how you call that exacly, and after it loads up the Vintorez shows up in front of the soldiers creed...Now i don't know if it's suppoce to do that but whit the complete text i've never experiend that before!!!!
Towncivilian
23rd July 2004, 03:40
umm well on Weapons Cache the SAW had a sniper scope :) some things might not work on certain maps but others will, i also had full screen NVG on wep cache
LOCALACCT
23rd July 2004, 05:45
are you sure you dont mean the RPK? NV is ONLY single Player but there is a bug currently in 2.1.0 that will sometimes give you fullscreen NV......... I have tried all maps with this and in no maps do the M249 SAW have scopes or no recoil. Devmode is a built in AAOM but it does have its limitations oh well.... Hope we find more variables to tinker with
oh can we look at these as well?
Suppress=DevLoad
Suppress=DevSave
Suppress=DevNetTraffic
Suppress=DevGarbage
Suppress=DevKill
Suppress=DevReplace
Suppress=DevCompile
Suppress=DevBind
Suppress=DevBsp
Found in my ArmyOps.ini under [Core.System]
i think we can play with these as well
There is also a DevSound command as well
temp2
23rd July 2004, 09:14
I do things slightly differently to John mainly so I can tinker for 30 mins with things before play.
What I do is on game start go to the command prompt and open the map I want to play on:
open sfoasis
playerlock 0
Cntrl-Enter (to be in windowed mode)
I then run a john like script and then run a file containing the following:
devmode 1
summon AGP_Inventory.PickupW_AK74_Rifle
summon AGP_Inventory.PickupW_AK74su_Rifle
summon AGP_Inventory.PickupW_GP30_Gren
summon AGP_Inventory.PickupW_M16A2_Rifle
summon AGP_Inventory.PickupW_M16A2_Trainer
summon AGP_Inventory.PickupW_M203_Gren
summon AGP_Inventory.PickupW_M249_SAW
summon AGP_Inventory.PickupW_M24_Sniper
summon AGP_Inventory.PickupW_M4A1_Rifle_Mod
summon AGP_Inventory.PickupW_M82_Sniper
summon AGP_Inventory.PickupW_M870_Shotgun
summon AGP_Inventory.PickupW_MosinNagant_Sniper
summon AGP_Inventory.PickupW_RPK_SAW
summon AGP_Inventory.PickupW_SPR_Sniper
summon AGP_Inventory.PickupW_SVD_Sniper
summon AGP_Inventory.PickupW_Vintorez_Sniper
summon AGP_Inventory.PickupT_M14_Incendary
summon AGP_Inventory.PickupT_M583_Flare
summon AGP_Inventory.PickupT_M67_Frag
summon AGP_Inventory.PickupT_M83_Smoke
summon AGP_Inventory.PickupT_M84_Stun
summon AGP_Inventory.PickupT_MILES_Granade
summon AGP_Inventory.PickupT_PDM_Mine
summon AGP_Inventory.PickupT_RGD5_Frag
summon AGP_Inventory.PickupW_AT4_Rocket
summon AGP_Inventory.PickupW_Guerilla_RPG7_Rocket
summon AGP_Inventory.PickupW_RPG7_Rocket
summon AGP_Inventory.PickupW_M9_Pistol
devmode 0
The I use utpt and
EditDefault class=xxxxx
Where xxxxx is:
AGP_Character
Weapon_AK74_Rifle
Weapon_AK74su_Rifle
Weapon_GP30_Gren
Weapon_M16A2_Rifle
Weapon_M16A2_Trainer
Weapon_M203_Gren
Weapon_M249_SAW
Weapon_M24_Sniper
Weapon_M4A1_Rifle_Mod
Weapon_M82_Sniper
Weapon_M870_Shotgun
Weapon_MosinNagant_Sniper
Weapon_RPK_SAW
Weapon_SPR_Sniper
Weapon_SVD_Sniper
Weapon_Vintorez_Sniper
Throw_M14_Incendary
Throw_M583_Flare
Throw_M67_Frag
Throw_M83_Smoke
Throw_M84_Stun
Throw_MILES_Granade
Throw_PDM_Mine
Throw_RGD5_Frag
And tinker with things to see what changing them does, re-summoning after every modification.
You can also use:
ShowDebug
During any game to see what classes of Unreal object your Pawn is using. Type ShowDebug again to get rid of that data.
When you get bored tinkering just join a game and your settings are preserved.
LOOKS LIKE A FAIR PERCENTAGE OF PLAYERS ARE NOW USING THIS!
importdrinker
23rd July 2004, 21:35
hey can u turn off the silencer sound cause we all know thers no silencers on non s.f. maps lol
the sounds are client side...only u hear ur gunshots as supressed...other players hear regular gun sound.....its so u dont have ur gun sounds drowning out other sounds etc....
importdrinker
23rd July 2004, 21:48
oh so cool lol i was so worried about that great news thx what else is client
if im not mistaken, the only real giveaways on the devmode are:
a. the rate of fire (how fast ur gun fires) ppl can hear if its faster than normal...
(lol...im hearing in alot of servers now)
b. shooting while reloading....as long as u hear urself reloading, other players see u still reloading...even though dev speed loads...
c. bullet patterns....they can make it pretty obvious that uve got no recoil to the trained eye....(killem quik and hope they dont get a view of ur bullets...thanks dev for no freeview from corpse in 2.1)
no smoke/fog may have some "tells" but i dont play maps that they work on....
noob-cheater
24th July 2004, 01:10
Godmode is only availble on some cheats servers and single player mode!!!
@kilozulu or someone familiar whit tweaking devmodetext...
The cExplosionEmitter makes so that the frag doesnt emit that smoke puff after it explodes, it works online, but nothing else does.
How do i remove this...i want the explotion puff back, cause when i nade go off i only see the raddi, i want to see it the explotion it's makes the game look better :P ...it's cool and all but not very helpfull :nervous: !!!
no disrespect :cool:
$ilent$talker
24th July 2004, 02:57
Find the line that says that, or something about cExplosionEmitter and delete it. But if you don't know what your doing then just backup your devmode and then start deleting lines in there. My custom devmode.txt doesnt have that. Just has perfect acc, and high rate of fire, full screen night vision, and full support (for guns with bipod).
BTW you guys that dont get the saw with perfect accuracy... when you launch AA hit esc key twice (so your at the black screen) and do a mpcheat class ar then do your exec filename.txt.
And somone mentioned high rate of fire giving it away, I tested it along with some other people I know and all you hear (if you were playing against someone with devmode) is a few bursts or whatnot. And as far as silenced guns go, I think the reason they are silenced (or have silenced sounds) is cause the high rate of fire makes the gun sounds really ****ed up. You all know you can change rate of fire by finding the lines that say
set fireadjust 100000
and change 100000 to 20 or a lower number. 20 is plenty fast I think he just put 100000 to make sure you got the max out of it.
And if I'm not mistaken the original one also included full screen nightvision. I never heard anyone mention it so just wandering if it had it or not. Just in console (at that black screen befor joining a server) type in mpcheat nvg and then in game see if you have full screen.
Ok this post is getting long lol.
temp2
24th July 2004, 03:37
It's like the more complicated version of AAOM, except it can only change b values.
The only variable I have not been able to change thus far is the set command for a variable length array.
A tip: If you dont want a object assocated (like say an overlay, class, sound or texture) set the variable to None
It would seem that allot of "Non cheaters" or "anti cheaters" saw the original post too cause I'm looking at allot of AC clans that are pretty good and seem to leave nice groupings (just one hole) into walls when they unload a magazine.
I agree.
JohnBLucky
24th July 2004, 03:53
Sorry, was gone for a day or two, so here we go:
1. Yes, I don't doubt a lot of anti-cheaters are using this because it's not a cheat, it's built into the game. What a bunch of hypocrits.
2. Yes, the Devmode night vision command was built into Complete3.txt.
3. The click/clicks you hear when you use Complete3.txt is the game changing your weapons. It's doing "MPCheat Class AR" and then executing the commands for that weapon, then changing class to the next weapon and executing the commands for that weapon, and so on and so forth. This was in an attempt to make the DevMode commands work for all weapons. If you've noticed, it does remove the errors we once recieved (class does not exist blah blah). Since the game reloads default settings for certain weapons on certain maps however, there's no way to overcome that.
4. Yep, I jacked up all weapon speeds to 18000 in hopes they'd empty in a single click, lol.
5. Pretty much any adjustable feature that's available for any thrown weapon, I put in for each thrown weapon. "set Throw_????_???? cExplosionEmitter False" is the command which removes the explosion effect. Just find that line for each type of grenade (all nade type commands are listed at the top of the file, above the guns, and just below the misc commands).
Think that covers it :)
temp2
24th July 2004, 04:39
Sorry, was gone for a day or two, so here we go:
How about checking out some of the RocketProjectile properties in AGP_Inventory now people? i.e.
Proj_30Gren
Proj_40Gren
Proj_40Gren_Mod
Proj_AT4_Explosive
Proj_BS1_Gren
Proj_Flare_Gren
Proj_Incendiary_Gren
Looks like some interestiung stuff could be there - but the server may control the eventual effect. e.g.
set Proj_PG7B fKillRadius 400
Don't like the inconvenience of waiting for the Fire animation for your reload? No problem. Just have no animation.
set Weapon_AK74su_RIFLE ProneReloadEmptyAnim None
set Weapon_AK74su_RIFLE ProneReloadFullAnim None
set Weapon_AK74su_RIFLE ReloadEmptyAnim None
set Weapon_AK74su_RIFLE ReloadFullAnim None
Seems also to allow you to reload while zoomed on some weapons
JohnBLucky
24th July 2004, 05:59
Well setting the Reload Animations to None did make my reload time absolute zero, however, for whatever reason I was totally unable to fire, zoom, or sprint, or switch weapons for about 10-20 seconds after reloading. I went back to the "Fire" animation. You did give me a great idea though, and it works:
set ScopeW_M24_Sniper tZoomOverlay Texture'None'
I don't like see'ing a scope when I'm zoomed, and this removes it. Just replace "ScopeW_M24_Sniper" with whatever scope you're using with your guns. I changed my setup to the M24 instead of the MosinNagant because the M24 has a farther zoom.
temp2
24th July 2004, 07:00
Well setting the Reload Animations to None did make my reload time absolute zero, however, for whatever reason I was totally unable to fire, zoom, or sprint, or switch weapons for about 10-20 seconds after reloading. I went back to the "Fire" animation.
Bizarre. I played it on servers and it works Ok for me. Sometimes it leaves you scoped and zoomed or sometimes un-scoped and zoomed after you reload while scoped and zoomed. I find it very useful to be able to reload while scoped - even if it is glitchy.
I do have some other things different to you though - like much slower firing. People were getting pissed too often at me with it set to 18000.
Anyone found out how to activate the built in radar in XInterface.u : HUD_Radar and HUD_RadarDot yet? ;-)
$ilent$talker
24th July 2004, 08:47
it should work... it works for me... just make sure after every gun in your .txt file it says something about bwpnrecoil false and bwpnaccuracy false and imissfire 0 (<---not sure what that one does but i leave it in there)...
Or here take a look at my .txt file... perfect accuracy works for me...
devmode 1 | set weapon_m249_saw bwpnrecoil false | set weapon_m249_saw bwpnaccuracy false | set weapon_m249_saw imissfire 0 | set weapon_m249_saw fireadjust 20 | set weapon_m249_saw rsupportedlimit (pitch=16380,yaw=65000) | set weapon_m4a1_rifle_mod bwpnrecoil false | set weapon_m4a1_rifle_mod bwpnaccuracy false | set weapon_m4a1_rifle_mod imissfire 0 | set weapon_m4a1_rifle_mod fireadjust 20 | set weapon_M82_sniper bwpnrecoil false | set weapon_M82_sniper bwpnaccuracy false | set weapon_M82_sniper imissfire 0 | set weapon_m82_sniper fireadjust 20 | set weapon_M82_sniper rsupportedlimit (pitch=16380,yaw=65000) | set weapon_M24_sniper bwpnrecoil false | set weapon_M24_sniper bwpnaccuracy false | set weapon_M82_sniper imissfire 0 | set weapon_m24_sniper fireadjust 20 | set weapon_m24_sniper rsupportedlimit (pitch=16380,yaw=65000) | set weapon_m16a2_rifle bwpnrecoil false | set weapon_m16a2_rifle bwpnaccuracy false | set weapon_m16a2_rifle imissfire 0 | set weapon_m16a2_rifle fireadjust 20 | set weapon_ak47_rifle bwpnrecoil false | set weapon_ak47_rifle bwpnaccuracy false | set weapon_ak47_rifle imissfire 0 | set weapon_ak47_rifle fireadjust 20 | set weapon_ak74su_rifle bwpnrecoil false | set weapon_ak74su_rifle bwpnaccuracy false | set weapon_ak74su_rifle imissfire 0 | set weapon_ak74su_rifle fireadjust 20 | set weapon_at4_rocket bwpnrecoil false | set weapon_at4_rocket bwpnaccuracy false | set weapon_at4_rocket imissfire 0 | set weapon_at4_rocket fireadjust 20 | set weapon_gp30_gren bwpnrecoil false | set weapon_gp30_gren bwpnaccuracy false | set weapon_gp30_gren imissfire 0 | set weapon_gp30_gren fireadjust 20 | set weapon_guerrila_rpg7_rocket bwpnrecoil false | set weapon_guerrila_rpg7_rocket bwpnaccuracy false | set weapon_guerrila_rpg7_rocket imissfire 0 | set weapon_guerrila_rpg7_rocket fireadjust 20 | set weapon_m16a2_trainer bwpnrecoil false | set weapon_m16a2_trainer bwpnaccuracy false | set weapon_m16a2_trainer imissfire 0 | set weapon_m16a2_trainer fireadjust 20 | set weapon_m203_gren bwpnrecoil false | set weapon_m203_gren bwpnaccuracy false | set weapon_m203_gren imissfire 0 | set weapon_m203_gren fireadjust 20 | set weapon_m9_pistol bwpnrecoil false | set weapon_m9_pistol bwpnaccuracy false | set weapon_m9_pistol imissfire 0 | set weapon_m9_pistol fireadjust 20 | set weapon_mosinnagant_sniper bwpnrecoil false | set weapon_mosinnagant_sniper bwpnaccuracy false | set weapon_mosinnagant_sniper imissfire 0 | set weapon_mosinnagant_sniper fireadjust 20 | set weapon_rpg7_rocket bwpnrecoil false | set weapon_rpg7_rocket bwpnaccuracy false | set weapon_rpg7_rocket imissfire 0 | set weapon_rpg7_rocket fireadjust 20 | set weapon_rpk_saw bwpnrecoil false | set weapon_rpk_saw bwpnaccuracy false | set weapon_rpk_saw imissfire 0 | set weapon_rpk_saw fireadjust 20 | set weapon_rpk_saw rsupportedlimit (pitch=16380,yaw=65000) | set weapon_spr_sniper bwpnrecoil false | set weapon_spr_sniper bwpnaccuracy false | set weapon_spr_sniper imissfire 0 | set weapon_spr_sniper fireadjust 20 | set weapon_spr_sniper rsupportedlimit (pitch=16380,yaw=65000) | set weapon_svd_sniper bwpnrecoil false | set weapon_svd_sniper bwpnaccuracy false | set weapon_svd_sniper imissfire 0 | set weapon_svd_sniper fireadjust 20 | set weapon_vintorez_sniper bwpnrecoil false | set weapon_vintorez_sniper bwpnaccuracy false | set weapon_vintorez_sniper imissfire 0 | set weapon_vintorez_sniper fireadjust 20 | set nightopticsdevice nightvisionoverlay | devmode 0
$ilent$talker
24th July 2004, 08:59
Strange... I get perfect accuracy... Or atleast I thought I did... I'll check it out, but am very sure it has it cause I remember getting perfect headshots with the m9 pistol from pretty far away...
No its not case sensitive... try mine (you have to do mpcheat class ar first) and join a server like weapons cache and see if it works...
-Majic
24th July 2004, 09:04
you have to do mpcheat class ar first
pls explain the procedure?
$ilent$talker
24th July 2004, 09:12
ok when you open up AA hit esc twice so your at the black screen with the text...
then type in console mpcheat class ar
now hit enter then exec the file...
ps if you want full night vision before you exec the file do another console command for mpcheat nvg and hit enter... hope that makes sence... my .txt still needs work but im thinking of putting together a .txt pack like .txt's with different features so you dont have to keep editing one devmode file...
JohnBLucky
24th July 2004, 09:37
See, that's what I don't get. I have that already, but right in the text file. In my file, I break up each section by weapon type, and each weapon section is headed with it's own MPCheat Class cheat. Example:
; ------- M249 SAW -------
MPCheat Class AR
set Weapon_M249_SAW _cScopeClass Class'AGP_Inventory.Scopew_mosinnagant_sniper'
set Weapon_M249_SAW _fHitNoise 1
set Weapon_M249_SAW bWpnAccuracy False
set Weapon_M249_SAW bWpnRecoil False
set Weapon_M249_SAW FireAdjust 180000
;set Weapon_M249_SAW iMissFire 0
set Weapon_M249_SAW OutDoorSingleFire Sound'S-WeaponsUS.m4a1.WeaponsUS_m4a1_suppressed_outdoorfi re'
set Weapon_M249_SAW ProneReloadEmptyAnim None
set Weapon_M249_SAW ProneReloadFullAnim None
set Weapon_M249_SAW ReloadEmptyAnim None
set Weapon_M249_SAW ReloadFullAnim None
set Weapon_M249_SAW rSupportedLimit (Pitch=16380,Yaw=65000)
set Weapon_M249_SAW SingleFire Sound'S-WeaponsUS.m4a1.WeaponsUS_m4a1_suppressed_indoorfir e'
EDIT:
Ooops, maybe it's the iMisFire command, I forgot that I didn't correct that yet, lol. iMisFire was originally mispelled as iMissFire.
-Majic
24th July 2004, 09:46
oh ok, i'll go ahead and fix it in yours, because when i used yours everything except perfect accuracy worked, and when i used SS's doing that cheat class thing, ONLY perfect accuracy worked, lol, so i couldnt use scope or see through smoke, i'll go edit urs and fix it all now tho...
thanks for the help guys, thanks SS for the quick responses
//EDIT
wasnt that JBL..
all the iMissFire's are right, just to see if i missed something i did a Ctrl+F Find and typed Miss, and it said no matches, so i know its not that...
Guess its either or for me.
//EDIT
JBL, i tried to move teh SAW part to end of the text file, but it didnt work either..
Tomorrow i'll arrange it so instead of Accuracy recoil fire adjuest then imisfire, im gunna make it same order as in SS's
JohnBLucky
24th July 2004, 10:15
~=NEW VERSION 3.1=~
Changes:
1. Fixed the cause for the error with the "iMisFire" option.
New Feature:
1. Added the ability to remove blackouts from the screen when zoomed (this is part of the scope view feature at the top of the file).
***************************
USAGE:
1. Download the file.
2. Extract the TXT file from the ZIP file.
3. Place the TXT file in your AAO\System folder.
4. Rename the file to anything you want .TXT.
5. Open AAO and open the console screen (default button is `, the key to the left of the 1 key).
6. Type "exec complete.txt"
*Note: Replace complete.txt with whatever you named the file and don't use the quotes.
7. Join a server and you're ready to rock.
*Note: You must execute the command before you join a server and everytime you go to join a server.
$ilent$talker
24th July 2004, 10:25
um I noticed that on the iMissFire part you had an ; before it... isnt that like telling the game to ignore that part...
and um not all guns are fixed with the imissfire spelled incorrectly... lol like the ak still has imisfire... but hey man your probably tired... if your in america no matter where you are its late lol...
anyway if you dont mind I'm gonna use your write up but gonna brake up the commands into files... like a .txt file to remove reload anim on guns a .txt file for full screen night vision etc...
Mabe I'm the only one but some features I sometimes want disabled and I dont want to keep deleting or adding stuff to .txt's...
the ak isnt the only one with miss spelled imissfire... allot have imsifire...
anyway im not pushing you or anything just pointing out to the other dude that couldnt get perfect accuracy..
PS Sorry that all mine has is perfect accuracy and slightly high rate of fire... I dont want to take too much fun out of the game since I use my legit account with this...
JohnBLucky
24th July 2004, 10:32
I was told that the correct usage of the command was "iMisFire" and that is why "iMissFire" was causing errors. Before I found out what was causing the error, to get around it I simply turned the option off by putting the ";" in front of it. Yes, I know that doesn't fix the problem with the fact that not all options are sticking for every weapon. I don't know how to fix it or what causes it. The "iMisFire" fix was a suggestion for the reason he didn't have perfect accuracy. And yeah, feel free to use the write-up I did, just make sure to leave my name in there and the names of those who are already stated as creators (authors, whatever), heh. :)
$ilent$talker
24th July 2004, 10:37
Already done... (the thing witht the names and such) But some peeps I dont know like the very first person to make devmode or discover it so I just said thanks to those that I didnt know the names of...
but the correct way to use it is imissfire 0... but I'm not even sure if that has anything to do with perfect accuracy...
mabe it has to do with your write up not using the |'s ... I dont know...
I'll do one with your write up but using my imissfire and see if it works... if not then I guess its the write up style and I'll just have to go with using the |'s and making is sloppy...
JohnBLucky
24th July 2004, 10:44
iMissFire produces an error when you run it. Give it a try in a singleplayer game. But yeah, removing the | portions could be the kicker.
$ilent$talker
24th July 2004, 10:49
Anyway untill we can get this straightened out you can still use my perfect accuracy with JBL's awesome features...
Just put the two .txt's in the system folder and then exec mine then his... in that order I think...
see if it works... if not then just delete mine...
if its not working by tomorrow I'll just make an old fassion .txt with perfect accuracy and thats it and it will have the |'s in it... so you can use it with JBL's thing...
Anyway late night need sleep so see you guys tomorrow...
JohnBLucky
24th July 2004, 11:15
For those interested in testing, here's a version of mine with all comments edited out and all as one line (commands sepperated by "|" ), going to sleep too, lol.
temp2
24th July 2004, 12:25
but the correct way to use it is imissfire 0... but I'm not even sure if that has anything to do with perfect accuracy...
iMisFire and iNextMisFire are properties of the Weapon class in Engine.u from that class AGP_Weapon is derived in AGP.u from that the various actual weapons are derived in AGP_Inventory.
I think iMisFire determines the amount of misfires that occur and presumably jams. iNextMisFire is used in Fire in AGP_Weapon:
function CalcNextMisFire ()
{
local(None) int iNoMisfire;
int(iMisFire * 0.01);
iNextMisFire = Rand(iMisFire - iNoMisfire) + iNoMisfire;
RapidMisFireRand = FRand();
ClientSendNextMisFire(iNextMisFire,RapidMisFireRan d);
if ( Level.debugMisFire )
{
Log("CALC iNextMisFire" @ string(iNextMisFire) @ "RapidMisFireRand" @ string(RapidMisFireRand));
return;
}
}
i.e. iMisFire is used to calculate iNextMisFire which is used in Fire() with bMisFire to Fire but there are many other variables that control this RapidMisFireRand and RapidMisFirePct being most notable
You guys should really download as start using UTPT if you are not already. http://www.acordero.org/projects/utpt/
-Majic
24th July 2004, 19:36
ClientSendNextMisFire(iNextMisFire,RapidMisFireRan d);
This gives me an idea, is there a way to search the entire game files and stuff for that line of text???? If it is ClientSend then i am just about 100% positive we can edit it, so searching for anything with ClientSend should lead u pretty close to a working MP hack....
JohnBLucky
24th July 2004, 19:40
I don't just release these here on MpC. There's also downloads for this available on CB, CRU, EGL, MPCPF, and UC. Since quite a few peeps seemed interested in the "iMisFire" concept, I tweaked my version to work, adding in the new scope texture (so I get full screen zoom) and uploaded it. It's not so much for the readers here, but the other readers on sites where no one else has uploaded a version of this. Can we get a couple more posts to confirm or deny wether or not the single line txt is working while the formatted txt doesnt?
EDIT:
If we could do automated searches for single lines of code, this would be a lot easier, but at the moment, that's not possible.
JohnBLucky
24th July 2004, 20:09
ok...ill try 3.1 and SilentStalker version!!
oke what's this perfect accuracy!? should it remove your breathing or something?
Perfect Accuracy = no bullet spread. When you're shooting in say a sniper mode, all of your bullets should hit the exact same place (with the adjustments for breathing taken into effect, since we haven't found a working way to remove breathing).
JohnBLucky
24th July 2004, 20:33
1. Open Complete3.1.txt.
2. Click on "Edit".
3. Click on "Replace".
4. Enter this as "Find What":
cExplosionEmitter False
5. Enter this as "Replace With":
cExplosionEmitter True
6. Click "Replace All".
7. Save. Now all of the explosion animations are back :)
$ilent$talker
24th July 2004, 22:19
Damnit!!
Stupid auth is down. Ok first off don't test the .txt's in singleplayer cause all of them gave me perfect accuracy in single, but in MP the only ones I got to test was my version of JBL's write out that all I made it for was perfect accuracy, and an old fassion one and they both did not work, so I wanted to test the one I was using (the one I posted) and see if for some reason that worked but auth just went down for me.
So I'll post the two .txt's I just finished making so you can test them and if they both dont work then try my .txt wich I guess I'll also attatch (it doesnt have even half the features JBL's does but suposedly it has perfect accuracy). Test them in MP cause I'm wandering if all along they never had perfect accuracy. I don't know it's hard to tell when auth is down and you can test shit.
Test: My devmode.txt
Test2: The JBL write up version
Test3: The old fassion write up with |'s
Mabe auth is up for some so If you can test feel free...
EDIT: Ok I'm starting to think that the perfect accuracy does not work in MP because it's like the no fog thing?!? I think at game server start it gets loaded again but I may be wrong.
EDIT2: I see this got a sticky... Hooah.
EDIT3: I strongly recall having perfect accuracy on some maps but dont remember if I had it on weapons cache since 95% of the time I play that map lol I never payed attention. I'm wandering if at server start some guns dont get loaded with the perfect accuracy like the M4, I never tested the AR with it cause some person recognized my name as a cheater and kicked me and then auth went down. Cause if I'm not mistaken the M16 had perfect accuracy...
-Majic
24th July 2004, 22:45
Thats a neg $$
Yours worked for me last nite when i tried, but it never removed smoke, and it gave the iron sights on bridge...
I just tested JBLs 3.1 and the perf accuracy worked in training. I just changed the scope overlays so i know where im aiming at, (JBL, how the **** do u shoot ppl if u are jsut zoomed on them? how the hell do u know what ur aiming at?).
I will try get on some time and see if JBL's 3.1 works on MP too
JBL, can you give me instructions how to put the smoke back ?
Right no it has the no-smoke option, and i really need to see the regular smoke..
thanks ;)
Towncivilian
24th July 2004, 23:45
just remove this whole section in the text file:
; ------- M83 Smoke Grenade -------
set Throw_M83_Smoke cSmokeEmitter None
-Majic
25th July 2004, 00:03
Well i tested 3.1 and the accuracy is not perfect yet.... im gunna try edit mout.txt and see if i can make it only do accuracy soit doesnt f*ck with my scopes and the smoke and sh*t
//Edit
just noticed my sig has never shown..
help pls? checked Edit Signature and all the info is still there....
jsut doesnt show mine, i can see others tho
temp2
25th July 2004, 01:39
Battlefield Tactile Nuclear RPG7 Mod
Twice the kill radius
Twice The hitting Power
Twice the Damage Radius
Twice the rocket speed.
Had trouble testing it in single player – kept killing myself. Might be useful for cleansing areas of OPFOR if it works in Multi Player.
Anyone want to test it out to see if it works in MP?
Towncivilian
25th July 2004, 02:45
sure ill test it in killas server, :) gimme what i should add
noob-cheater
25th July 2004, 03:22
Battlefield Tactile Nuclear RPG7 Mod
Twice the kill radius
Twice The hitting Power
Twice the Damage Radius
Twice the rocket speed.
Had trouble testing it in single player – kept killing myself. Might be useful for cleansing areas of OPFOR if it works in Multi Player.
Anyone want to test it out to see if it works in MP?
Is is an AA mod or Battlefield?
ill be willing to test it out, unless it undetected :P
<edit> @JBL, hey i just edit complete 3.1...remeber you told me how to put back my explotions effect!? well i did what u told me but it seems not to be working, i just see the raddi no expoltion effects, i just tryied it out in single mode to be sure before i post!!! i did exacly what u told me to do... :nervous:
I Like Chicken
25th July 2004, 04:08
Damnit!!
Stupid auth is down. Ok first off don't test the .txt's in singleplayer cause all of them gave me perfect accuracy in single, but in MP the only ones I got to test was my version of JBL's write out that all I made it for was perfect accuracy, and an old fassion one and they both did not work, so I wanted to test the one I was using (the one I posted) and see if for some reason that worked but auth just went down for me.
So I'll post the two .txt's I just finished making so you can test them and if they both dont work then try my .txt wich I guess I'll also attatch (it doesnt have even half the features JBL's does but suposedly it has perfect accuracy). Test them in MP cause I'm wandering if all along they never had perfect accuracy. I don't know it's hard to tell when auth is down and you can test shit.
Test: My devmode.txt
Test2: The JBL write up version
Test3: The old fassion write up with |'s
Mabe auth is up for some so If you can test feel free...
EDIT: Ok I'm starting to think that the perfect accuracy does not work in MP because it's like the no fog thing?!? I think at game server start it gets loaded again but I may be wrong.
EDIT2: I see this got a sticky... Hooah.
EDIT3: I strongly recall having perfect accuracy on some maps but dont remember if I had it on weapons cache since 95% of the time I play that map lol I never payed attention. I'm wandering if at server start some guns dont get loaded with the perfect accuracy like the M4, I never tested the AR with it cause some person recognized my name as a cheater and kicked me and then auth went down. Cause if I'm not mistaken the M16 had perfect accuracy...
I was getting perfect accuracy on bridge with the m16. I did exec test.txt then exec test2.txt then exec complete3.txt .I'm goning to try it with other weapons now.
I Like Chicken
25th July 2004, 04:14
K it worked with the m82 but not the saw no smoke and instant reload worked. The saw was more accurate but not perfect.
noob-cheater
25th July 2004, 04:18
K it worked with the m82 but not the saw no smoke and instant reload worked. The saw was more accurate but not perfect.
did you used complete 3 or 3.1?!
I Like Chicken
25th July 2004, 04:20
Complete3, it worked with 3.1 but I didnt have a cross hair so I went back to 3.
temp2
25th July 2004, 07:06
sure ill test it in killas server, :) gimme what i should add
No guarantees it works in multi player- watch out I keep killing myself in single player ;-). I’ve included information about the original values. If any of this works we should be able to mod up the other projectiles.
Could you try some close range action also. Even if the round does not explode it should kill.
devmode 1
;MomentumTransfer 20000.000000
set Proj_PG7B MomentumTransfer 40000
;ImpactDamage 100
set Proj_PG7B ImpactDamage 200
;Damage 150
set Proj_PG7B Damage 300
;DamageRadius 1312.335938
set Proj_PG7B DamageRadius 2624
;fKillRadius 262.467194
set Proj_PG7B fKillRadius 524
;MaxSpeed 5000
set Proj_PG7B MaxSpeed 10000
;speed 5000
set Proj_PG7B speed 10000
;InitialSpeed 1800
set Proj_PG7B InitialSpeed 3600
set Proj_PG7B RandRocketPitch 0
set Proj_PG7B RandRocketYaw 0
set Proj_PG7B RandRocketRoll 0
set Proj_PG7B RandomScaleFactor 0
devmode 0
-Majic
25th July 2004, 08:41
ok ive looked at the code, ive stared at it for half an hour and dont see a diff (except caps and format) between the bWpnAccuracy and iMisFire..
but the MOUT.txt worked, and complete3.1.txt didnt. Only think i changed on 3.1 was to get my scope back, and get explosions back...
importdrinker
25th July 2004, 08:51
i did notice there were some lines in the first comment section of complete3.1 that didn't have the ";" preceding them...i just checked and they're still there so maybe thats causing a problem...i dunno but thought id point it out...
LOCALACCT
25th July 2004, 09:10
Temp2 mcould not see any appreciable diffrence from the rpg in MP...But it is cool as **** in SP
temp2
25th July 2004, 10:44
Temp2 mcould not see any appreciable diffrence from the rpg in MP...But it is cool as **** in SP
I tried it myself also on a MP server and have to agree. Back to the drawing boards on that one. :(
Incidentally I seem to have stumbled upon a secondary functional mechanism for achieving no-recoil and perfect accuracy. And am trying to get the non-activated HUD_Radar working in XInterfacte.u ;-)
$ilent$talker
25th July 2004, 10:46
Ok if you are testing these different devmodes try different maps, mainly ones that use different guns like do a bridge server and then a weapons cache. Stupid auth is still down (I keep getting some message to complete training even though all training is complete lol). And to get the AR to work, in that black screen with the soldier creed, type in console, mpcheat class ar and hit enter, and then execute the file...
All I can think of is that some guns dont get loaded in some maps... I haven't been able to test this in bridge since that's what most of you are saying perfect accuracy worked/works in, cuase auth is down. I hardly ever play anything other thatn weapons cache and in that it seems that perfect accuracy doesnt work.
Now if you notice perfect acc works in single player mode with any devmode (or atleast any of mine). I'm really confused and can't go anywhere cause of stupid auth. Mabe I'll try at around 3:00 tonight and see if auth is back up.
JohnBLucky
25th July 2004, 14:00
======= Complete4.txt =======
Compiled by JohnBLucky
Note: The only thing I've done is put them in a format which is easier to read and edit. Be kind and thank them.
Original creation privately by CappyR
Original mods by Uber[MOUSE]
New commands and additonal work by:
$ilent$talker, Temp2, Kilozulu, LionHeart
======= Options List =======
This allows you to easily select which options you'd like to have on or off. The way I did this was by writing up multiple versions of the text. Some have different options turned on/off.
Full Feature List:
AutoFire For All US Army Weapons
Full Movement While Supported
Full Screen Night Vision
Increased Rate of Fire
Instant Reload
Modified Scopes For Every Weapon
No Fog
No Miss Fires
No Recoil
No Smoke
Perfect Accuracy
Sound Adjustments
Zero Nade Effects (Incediary, Flares, Frags, and Stun Nades)
Complete4A:
All features including full screen zoom (No Scope View).
Complete4B:
All features including M24 scope zoom and MosinNagant scope view
Complete4C:
All features including full screen zoom (No Scope View), EXCLUDING:
Increased Rate of Fire
Complete4D:
All features including M24 Scope Zoom and MosinNagant Scope View, EXCLUDING:
Increased Rate of Fire
Complete4E:
All features including full screen zoom (No Scope View), EXCLUDING:
Increased Rate of Fire
No Smoke
Complete4F:
All features including M24 Scope Zoom and MosinNagant Scope View, EXCLUDING:
Increased Rate of Fire
No Smoke
Complete4G:
All features including full screen zoom (No Scope View), EXCLUDING:
No Smoke
Complete4H:
All features including M24 Scope Zoom and MosinNagant Scope View, EXCLUDING:
No Smoke
Complete4I:
All features including full screen zoom (No Scope View), EXCLUDING:
Increased Rate of Fire
No Smoke
Zero Nade Effects
Complete4J:
All features including M24 Scope Zoom and MosinNagant Scope View, EXCLUDING:
Increased Rate of Fire
No Smoke
Zero Nade Effects
Complete4K:
All features including full screen zoom (No Scope View), EXCLUDING:
Increased Rate of Fire
Zero Nade Effects
Complete4L:
All features including M24 Scope Zoom and MosinNagant Scope View, EXCLUDING:
Increased Rate of Fire
Zero Nade Effects
Complete4M:
All features including full screen zoom (No Scope View), EXCLUDING:
No Smoke
Zero Nade Effects
Complete4N:
All features including M24 Scope Zoom and MosinNagant Scope View, EXCLUDING:
No Smoke
Zero Nade Effects
Complete4O:
All features including full screen zoom (No Scope View), EXCLUDING:
Zero Nade Effects
Complete4P:
All features including M24 Scope Zoom and MosinNagant Scope View, EXCLUDING:
Zero Nade Effects
======= Installation And Usage =======
1. Download the "ZIP" file anywhere on your computer.
2. Extract everything from the "ZIP" file into one place (wherever).
3. Select whichever file has the options you want (or all of them) and place that file in your AAO\System folder (the default location is C:\Program Files\America's Army\System).
4. Rename the file(s) to anything you'd like .TXT (this is to keep AC's from knowing a cheat file name to scan for on leased servers).
5. Open AAO, and before you enter a server, press ESC twice or until you're at the all black screen showing the Soldier's Creed.
6. Open the command console (the default key for this is ', the key to the left of the 1 key).
7. Type "Exec YourTextNameHere.txt" (without the quotes and replacing "YourTextNameHere" with whatever you named the TXT file).
8. Join a server and you're ready for total PWNAGE!!
*Note: You must repeat steps 6 and 7 before you join a server, everytime you join or even reconnect to a server.
======= Option Explanations =======
1. AutoFire For All US Army Weapons:
This is a neat one giving all US Army weapons full automatic fire. Keep in mind it resets if you change fire mode/switch to 203 nades. If that happens just drop it and pick it up again to go back to automatic. This command can be set for each weapon that doesn't normally have automatic fire individually. The code for this is, "erof rof_auto". A sepperate command for the M24 needs to be set for this to work as well, "bRequireRecharge False".
Example (Fully Auto M24 Sniper Rifle):
set Weapon_M24_SNIPER erof rof_auto
set Weapon_M24_SNIPER bRequireRecharge False
2. Full Movement While Supported:
This command allows you to completely circle around (instead of just looking ahead) while using the supported bi-pod mode of some weapons. The command is "rSupportedLimit (Pitch=16380,Yaw=65000)" and can be set for each weapon individually. To save time, I have added this command for every weapon.
3. Full Screen Night Vision:
This is a simple command that a lot of people love. The command is "set NightOpticsDevice NightVisionOverlay". The only real thing to keep in mind is that you must use "MPCheat NVG" before you execute the command. This is so that there's a version of the NightVision Goggles for the game to edit. No, "MPCheat NVG" does not work while in a server, this is just to make the "set NightOpticsDevice NightVisionOverlay" work before you enter a server.
4. Increased Rate of Fire:
It's very simple to edit this yourself. Simply open up any of the Complete TXT's and click on "Edit" and then "Find" and look for "FireAdjust". This is where the rate of fire is adjusted. By default, I have set all of my Rate of Fire at 180000, which is pretty much the fastest it goes. Feel free to edit it to your liking or remove it altogether. This command can be set for each weapon individually.
5. Instant Reload:
Just what it says. It allows you to instantly reload your weapon. The effect is actually caused by using four commands:
ProneReloadEmptyAnim Fire - reloading an empty gun while prone
ProneReloadFullAnim Fire - reloading a full gun while prone
ReloadEmptyAnim Fire - reloading an empty gun
ReloadFullAnim Fire - reloading an full
6. Modified Scopes For Every Weapon:
This is quite possibly the most complex section which many people like to edit. These TWO commands allow you to switch the scope zoom level and view types. The first command is "_cScopeClass Class'AGP_Inventory.ScopeW_XXX_XXX'" where XXX is replaced with whichever type of phsyical scope you'd like. This command can be set for each weapon individually, and by default, these texts use ScopeW_M24_SNIPER because it has the highest selectable zoom level. Other Usable Scopes with the _cScopeClass:
ScopeW_ACOG_4X
ScopeW_ACOG_Reflex
ScopeW_AK74_Rifle
ScopeW_AK74su_Rifle
ScopeW_AT4_Rocket
ScopeW_M16A2_Rifle
ScopeW_M203_Gren
ScopeW_M249_SAW
ScopeW_M24_Sniper
ScopeW_M4_Rifle
ScopeW_M68_Aimpoint
ScopeW_M82_Sniper
ScopeW_M9_Pistol
ScopeW_MosinNagant_Sniper
ScopeW_RPG7_Rocket
ScopeW_SVD_Sniper
Example:
set Weapon_M16A2_RIFLE _cScopeClass Class'AGP_Inventory.ScopeW_M24_Sniper'
The second command is a little bit stranger. The command is "tZoomOverlay Texture'T2-FX.Overlay. XXX_overlay_sight'" where XXX is replaced with whichever type of scope view you'd like. Scope view is really just a term I made up which stands for the type of cross hair or the look of the scope as you look through it. This command can be set for every type of scope, but really you only need to set it for whatever physical scopes you'd like to change the view of. By default these texts use 1 of 2 settings. One being "None" so you can zoom in full screen, and "mn_sniper_overlay_sight" because most people seem to prefer the MosinNagant Sniper View. Other usable views with this command include:
none
m82a1_overlay_sight
acog4x32_overlay_sight
m24_overlay_sight
mn_sniper_overlay_sight
reflex_overlay_sight
svd_overlay_sight
Example:
set ScopeW_M24_Sniper tZoomOverlay Texture'T2-FX.Overlay. m24_overlay_sight'
This one uses the original M24 scope view with M24 Scopes
set ScopeW_M24_Sniper tZoomOverlay Texture'None'
This one removes the view on M24 scopes, allowing you to zoom in full screen
7. No Fog:
This only works in single player, but I've added it so n00bs will quit asking for it (LoL). The command is "set ZoneInfo bDistanceFog 0"
8. No Miss Fires:
I'm not even sure if this command works, or if it really is to remove miss fires, but the command is "iMisFire" and can be set for each weapon individually.
9. No Smoke:
This is pretty much the easiest option to turn on/off. Simply open up any of the Complete TXT's and click on "Edit" and then "Find" and look for "cSmokeEmitter". Remove the whole line to turn the option off. To turn the option on, simply write this line in any Complete TXT, "set Throw_M83_Smoke cSmokeEmitter None"
10. Perfect Accuracy:
This command seems to bring up the most controversy, but it's the best solution we have for "Perfect Accuracy" at the moment. The command is "bWpnAccuracy False" and can be set for each weapon individually. Some say this doesn't work, while others say it does. I have left it in because I don't see why it shouldn't work.
11. Sound Adjustments:
These are mainly for your own convieniance. All the weapon fire sounds have been set to sound like silenced weapons in these texts. ONLY YOU HEAR THEM AS SILENCED!!! This is for players who've chosen to increase their rate of fire, because normal fire sounds with increased rates of fire really sound horrid, lol.
Examples of these commands are:
set Weapon_AK74su_RIFLE _fHitNoise 1
set Weapon_AK74su_RIFLE OutDoorSingleFire Sound'S-WeaponsUS.m4a1.WeaponsUS_m4a1_suppressed_outdoorfi re'
set Weapon_AK74su_RIFLE SingleFire Sound'S-WeaponsUS.m4a1.WeaponsUS_m4a1_suppressed_indoorfir e'
12. Zero Nade Effect
This one is a lil more complicated, mainly because it has many commands all under one option name. Any of the commands can be quickly found and edited in the same way as the options listed above. Simply open up any of the Complete TXT's and click on "Edit" and then "Find" and look for any of the command names listed below:
_fDamageRadius - This determines how far around the nade that damage will be sustained
_fEffectDuration - This determines how long the effects last (such as screen shaking and noise)
_fKillRadius - This determines how far around the nade that death will occur
_fMaxAudIntensity - This determines the maximum volume of the noise effect (setting to 0 turns this off)
_fMaxVisIntensity - This determines the maximum visual effect (setting to 0 turns this off)
cExplosionEmitter - This turns the view of nades exploading on/off (True/False)
Example:
set Throw_M67_Frag cExplosionEmitter False
Turns off the visual effect of a M67 Frag grenade exploading
set Throw_M84_Stun _fMaxVisIntensity 0
Turns off the black screen effect of being flash banged
======= Editing Tips =======
If you're interested in editing these text files or even finding some stuff for yourself, here's some good basic tips:
1. The "find" function in NotePad is your friend. You can use it to make sure you have or don't have certain settings easily.
2. The "replace" function in NotePad is just as handy, since some commands appear in the same way but in multiple places.
Example:
Replace- "cExplosionEmitter False" with "cExplosionEmitter True"
3. Keep it organized. It's a lot easier to find things you want to change, add, or even remove if you put them all in the same type of area. I personally keep all gun options by each other to make editing weapons a lot quicker and easier.
4. UTPT is a great asset for those of you looking at creating your own commands. It's used to read the .U files that make up the game. You can have them all the information displayed in multiple ways as well. I prefer using "Export Tree" mainly because you can organize all of the info by Group (like AGP_Weapon or AGP_Pawn), Name (like bWpnRecoil), Class (like a Function or a Boolean), Size (if you want to compare the sizes of info), and even organize by Offsets which is great for locating certain areas that you only know the offset of (AAOM uses offsets, so this is great for locating stuff already in AAOM XML's).
UTPT is totally free and can be downloaded from it's main site here:
http://www.acordero.org/projects/utpt/index.htm
5. EditDefault. This is a great command which is built into the game itself. EditDefault allows you to view and alter information, like these texts do, on the fly while you're in game. Plus you're only see'ing the information that affects the specific item you specify.
Example:
EditDefault Class=Weapon_M249_Saw
Weapon_M249_Saw is the real name of the SAW. This would bring up a screen which you can then click and view (in a tree format) all of the different options that affect the gun.
======= Known Bugs =======
There are some known bugs using these DevMode commands. For some reason, not every weapon will keep all of the changes set in these files. This is most apparent with the SAW on Bridge. To describe the problem, when you get in game and pick the saw, in game the sound is the same as normal, you have recoil, the scope is the same old iron sight, etc, etc. Another bug is "Perfect Accuracy". Some people believe it works, some people don't, some people believe it only works on certain weapons, certain maps, etc, etc, etc. I don't really have much to say about it, but if you do figure out something about Perfect Accuracy, feel free to share the info.
noob-cheater
25th July 2004, 14:26
Geez JBL, thx for writing it up..very anal!:P
I have 1 question...is this better than 3.1 i meen is there an upgrade or something?! otherwise i'll just hold-on on 3.1, im fine whit it!!!
Btw thx for the UTPT link, im kinda getting interested in this kinda stuff!! maybe ill have my own AAO hack in a few years;)...ill call him evil-noob:P
JohnBLucky
25th July 2004, 14:56
PB's had devmode for months, it's nothing recent. Hell, we used devmode in AAO 2.0. Yes, Complete4 adds LionHearts AutoFire for US Army Weapons (like an automatic M16).
noob-cheater
25th July 2004, 18:12
I just used 4a and mod my own scopes...i used Acog 4× or something like that, its the SF m4m sniper scope, you can scroll fast whit it and you get also a good view! and my snipers i put on alla them the s24 scope;)...
btw the full automatic m16 kicks ass NOW thx to lionhearts:)
Oh and one thing else...i can't get my expoltion animation back:( i followed the instuctions and did it the exact way as it saids...Help plzz!!!
noob-cheater
25th July 2004, 20:14
he already told me how to do it once but it doesn't work....:(
another thing...does the full nvg work in MP!? cause it don't work for me in SP, neighter in MP...
JohnBLucky
25th July 2004, 20:35
Full Screen NightVision should be fine. I never tested it for multiplayer but it did work for me in singleplayer. It's one of the commands that was in the original set of devmode command I based the Complete series off of.
As for getting the explotion effects back, simply go through your TXT file and remove every line that says "cExplosionEmitter False". I think the problem you're having is the fact you're not closing the game and re-opening it after you remove those lines. Works for me, tested.
-Majic
25th July 2004, 21:07
ok i still cant get perfect accuracy to work, not even after doing what I Like Chicken did, so either he's BSing or he doesnt know what he's talking about (no offense) But i executed test.txt, test2.txt, and then JBLs 3.1 and later 3, and i still didnt get perfect accuracy. The only time the bullets all go in same hole is on burst with the m16 on bridge as far as i know, and even then, the bullets dont go where the x hair is, its always a little bit off, and always changes, therefore that is not perfect accuracy. Perfect accuracy would be where every shot you fired wild hit exactly where the scopes x hair is, or if ur not zoomed in, and u look at a wall without moving and shoot buncha shots single shot there only one big hole. So if sum1 can tell me how to get perfect accuracy to work for bridge and for pipeline, please tell me, but only if you are sure that its perfect accuracy, i think I Like Chicken was talking about no recoil working...
Perfect accuracy as far as i tested works in SP, not in MP, using JBLs file alone, or use the 1st and 2nd test txt's and one of jbls
-Majic
25th July 2004, 22:31
ok, i just want to know so i can double firing rate isntead of wasting half the clip with a click
importdrinker
25th July 2004, 22:34
ok, i just want to know so i can double firing rate isntead of wasting half the clip with a click
This is what i use....it has lowered rates for all guns, m24 scope....and has nade visuals...
noob-cheater
25th July 2004, 22:36
ok, i just want to know so i can double firing rate isntead of wasting half the clip with a click
this is an QUOTE from $ilent$talker early posted in this thread.
You all know you can change rate of fire by finding the lines that say
set fireadjust 100000
and change 100000 to 20 or a lower number. 20 is plenty fast I think he just put 100000 to make sure you got the max out of it.
-Majic
25th July 2004, 22:50
found something very interesting with UTPT. i am HW banned and in AGP.U under AGP_GameInfo there was something that said something about broadcasting as a cheater, sum1 go check that out that is NOT banned and see if it has anything like that...
Theres 3 bools there that could be turned off maybe to get you off broadcasting that ur a cheat, maybe then it wont tell PB ur a cheat and disconnect u, there was something about if cheater then ClientDisconnect and some shit like that, sum1 check it out, JBL or temp2, some1 good..
\\
Also found something called bDeepTrace in AGP.u under HUDPlayerID, maybe that can trace players farther away and give their id?
JohnBLucky
25th July 2004, 23:35
Perfect Accuracy Testing:
So far I haven't found anything that seems to work, but I've been trying a lot of bool's that I've found in AGP and Engine.u. For those of you interested, here's some things I've tested (none of which work so far):
HumanController bHumanAim
AGP_Weapon (AGP_Weapon.Fire) bAdjust
AGP_Weapon (AGP_Weapon.ServerFire) bNoAdjustAim
AGP_Weapon bWpnAccuracy
Controller bPerfectAccuracy
I remembered that to activate Perfect Accuracy in AAOM you had to have the "No Aim Adjust" option on. I used UTPT to check out what that affected, and it appeared to have changed bAdjust from True to False. bAdjust is called in AGP_Weapon.Fire, but I cannot seem to set it using AGP_Weapon, Fire, AGP_Weapon.Fire, or any weapon such as Weapon_M16A2_RIFLE. If we could figure out how to set that to False however, I believe we'd have perfect accuracy again.
the grinch
25th July 2004, 23:42
oh yeah one more thing. i just first used this devmode last night and all the guns loading after i opened it scared the shit outta me. lol so everyone be prepared :D
-Majic
26th July 2004, 00:04
Guys, do help if u'd like, if u see soemthing interesting im sure JBL or someone wouldn't mind taking a look at it. Turns out me adn him were working on the same thing for a few hours and he just posted before i did hehe.
noob-cheater
26th July 2004, 00:07
this is kinda offtopic but does somebody know where or how can i learn UTPT?
JohnBLucky
26th July 2004, 00:09
It does that because the text calls for it (not like anyone asked for an explanation but here we go):
a simplified version of the text looks like this:
devmode 1
MPCheat Class R
Set all of your m16 settings
MPCheat Class AR
set all of your saw settings
devmode 0
Now, MPCheat commands do not work at all in the server, so that's not why they're in the TXTs. To edit the options (like the fire rate) for some guns, you must have one of the guns (or at least have one summoned). So, the TXTs summon a copy of each gun before attempting to set the options for that gun. This way you don't get those "Unrecognized Class" errors when you set the options for a weapon.
EDIT:
To learn about hacking (of any kind), read the "Walkthroughs and Downloads" thread section "Source Codes And Hack Tutorials". There's a specific set of tutorials just for hacking with UTPT, AAOM, etc.
noob-cheater
26th July 2004, 00:20
well i did ask you before and you got me anwerd 2:P
look at this, a quote from a early post in this thread
The click/clicks you hear when you use Complete3.txt is the game changing your weapons. It's doing "MPCheat Class AR" and then executing the commands for that weapon, then changing class to the next weapon and executing the commands for that weapon, and so on and so forth. This was in an attempt to make the DevMode commands work for all weapons. If you've noticed, it does remove the errors we once recieved (class does not exist blah blah). Since the game reloads default settings for certain weapons on certain maps however, there's no way to overcome that.
just to prove it :cheeky:
and btw i got my explotion effect back..thx to you;)
-Majic
26th July 2004, 00:58
temp2, or SS, or anyone, do u know how to put in a class if its in like a subcatagory?
like bWpnAccuracy is under AGP_Weapons, but bAdjust is under AGP_Weapons and then in another branch called Fire, how do u get both branches in, i tried:
Weapon.Fire
Weapon_Fire
Weapon,Fire
Weapon'Fire
Weapon;Fire
Weapon:Fire
Weapon/Fire
Weapon\Fire
Nothing worked...
importdrinker
26th July 2004, 01:20
since alot of commands are space delineated and its not on your list i though id suggest it at the risk of sounding.....
did u try "Weapons Fire"...just a space?
$ilent$talker
26th July 2004, 01:21
Hmm I don't know if it needs a branch. I never went to indepth with devmode, I know you can go out there, I think I tried the longes to remove breathing but with no luck so far.
Just try set weapon blah blah blah bAdjust false or whatever...
And for those that couldnt get the thing to work properly on the full screen night vision try doing an mpcheat nvg before you exec the file.
Like in console type in mpcheat nvg and then exec filename.txt... try it under the balck screen with the soldier creed and when the .txt is executed hit your nightvision key... if its in fullscreen then it loaded properly.
That's why I load all my .txt's in that screen cause you can test to see if your guns have recoil or not and etc..
BTW Good job on complete4 JBL... Hooah
Perfect accuracy may not work but you do have no recoil... so thats better then nothing... or in this case... something...
-Majic
26th July 2004, 01:23
yes i did try with jsut a space, but then it says unrecognized object Fire or something like that. I also jsut tried Set Weapon bAdjust and it said unrecognized object bAdjust, so sumhow u have to tell it where the object is..
$ilent$talker
26th July 2004, 01:38
Hmm... this is most definately a question for JBL since he seems to be deep into this devmode stuff. Me I'm still on AAOM lol. Even though its detected I want to see how much stuff (no matter if it helps or is totally pointless) is client side.
Guess I should start into devmode since its kinda like AAOM.
Sorry I couldn't help you out much. PM JBL, or wait untill hes online (if he isnt now) to ask him, or temp 2, he knows quite a bit of coding...
temp2
26th July 2004, 01:39
temp2, or SS, or anyone, do u know how to put in a class if its in like a subcatagory?
like bWpnAccuracy is under AGP_Weapons, but bAdjust is under AGP_Weapons and then in another branch called Fire, how do u get both branches in, i tried:
I think I see what your on about, those values are the either
properties of the class
parameters to the method or
local properties to the method.
This means in the first case that the properties can be changed by
set class property value
And in the last two you cannot do anything. Remember however that if a method is used (and fire must be!) that you may be able to tweak whatever calls it. This is probably a method of the Pawn and sub-classes (AGP_Character...) and Controller and sub-classes.
It's a shame UTPT will not dump all the source of one u file to a txt file to search to method usage. AA:O is a very complex game compared to most I have seen. However this complexity is to our benefit as there are many orthogonal ways of achieving the same result.
temp2
26th July 2004, 01:51
this is kinda offtopic but does somebody know where or how can i learn UTPT?
I don't think it is off topic. Just open up AGP_Inventory.u in the AA:O system file to start.
If you don't understand the de-compiled script the don't worry. The main thing to look at is the properties (variables) of the class (object) you want to do something with. Most of these have names that roughly approximate to what they are doing.
True/False (On/off) like properties are usually prefixed by "b", try setting these to their opposite values in single player and try out the class afterwards. You will note NoRecoil, etc... is prefixed with a "b". It's that easy!
After you get the hand of that you will start to pick up on other stuff.
I use UTPT to see the script behind methods of classes.
I use EditDefault class=xxxxx in single player (windowed!) to see property values of classes and manually change them, summoning the class of sub classed object after each tweak to try out.
ShowDebug in live games to see what my Pawn is up to, what classes it is using and what is attached. (type ShowDebug again to get rid of the information)
N.B. The [Dev]'s have disabled EditActor class=xxxxx which is a major bummer as this edits live objects :(. A prize to the first person who figures out how to re-enable it. It looks like its just disabled.
$ilent$talker
26th July 2004, 02:16
Ok this is my revised version of the my devmode. It's broken down so if you dont want certain features you don't have to edit your devmode.txt or whatever you named it.
Directions:
Put all the .txt's in your X:\Program FIles\America's Army\system folder (X is the hard drive you have it installed to). I put the .txt's in different folders and named the folders so its easier to tell what that .txt is for.
Now open up AA and hit esc twice so you're at the black screen with the soldier creed, and in console (~ key by default) type in what sets you want.
Ex. exec set1.txt
Ex. exec set2.txt
etc... for whatever sets you want.
If you want all of them (recommended since I noticed that this way every single gun gets loaded) do an exec all.txt
You'll hear a bunch of guns loading and then you'll have a pistol in your hands. Do an mphcheat changeclass x where x is the gun you want and test out and see if all the guns have all the feats.
Only thing I didn't include in this pack is the full supported limit but if people like this and use it and whant me to add it then I will.
This is using JBL's writeup so give him most of the credit along with towncivilian for bringing devmode back, and the rest that helped in devmode.
Enjoy
EDIT: Incase you were wondering what some features were in what set.txt then I'll put it here.
Set1.txt - Is the removed reload animations
Set2.txt - Full Screen Night Vision and No Smoke
Set3.txt - No Jam's and Supposed perfect accuracy but all I could get to work in MP was no recoil.
Set4.txt - All guns except pistol and sniper rifle have Acog 4x scopes (I included instructions in there on how to change scopes)
Set5.txt - All guns are set to a fireadjust of 20 or in other words all guns have a faster rate of fire but not as fast as JBL's
All.txt - Just has the commands to execute sets 1-5... so if you want to exec all of them without having to do one by one you'd type in console exec all.txt
-Majic
26th July 2004, 02:58
temp2, english please? maybe u can take a look at it. open AGP.u go to AGP_Weapons and down there is Fire and a little lower is ServerFire, in Fire thers bAdjust and in ServerFire therers bNoAdjustAim
OdinsValhalla
26th July 2004, 03:11
I am getting an error message saying that it cannot extract due to 'unknown compression method'. I have tried using WinRar, and the windows extraction tool, neither would do it. Any ideas.
$ilent$talker
26th July 2004, 03:22
I'll just post them bythemselves, some people have been getting that when I give them one of my .zip files...
Ok just try this .zip I think it's cuase I used max compression...
noob-cheater
26th July 2004, 03:36
@Temp2: thx for giving me a shot explanation...im gonna learn Uscript first before i start tweaking:)...i have found some tutorial on the internet and in the JBL walktrough tread!!!I've read some stuff about it and it seems to be interested!;)
@$ilent$talker: GJ man, I think im gonna put them all in on txt file...will be much easier to exec;)
temp2
26th July 2004, 03:49
@Temp2: thx for giving me a shot explanation...im gonna learn Uscript first before i start tweaking:)...i have found some tutorial on the internet and in the JBL walktrough tread!!!I've read some stuff about it and it seems to be interested!;)
And the fantastic thing is the Unreal engine is used in most of the best FPS:
Splinter Cell
AA:O
Unreal Tournament
So that what you learn now can be used on other games.
noob-cheater
26th July 2004, 04:44
And the fantastic thing is the Unreal engine is used in most of the best FPS:
Splinter Cell
AA:O
Unreal Tournament
So that what you learn now can be used on other games.
`
That's the great thing about it;)
@$ilent$talker...ur version is great man, i just tested it out and i love it!!!:cool:
too bad you have to exec them one by one...you would happend to have a complete version..right?!? :cheeky:
$ilent$talker
26th July 2004, 05:33
um there should be a file in there called all.txt
just put that one in the system folder w/ the others (all set.txt's) and then in console do a exec all.txt...
if all.txt isnt in there then make a .txt and put this in there
exec set1.txt
exec set2.txt
exec set3.txt
exec set4.txt
exec set5.txt
and that should be it...
I noticed that my instructions made all.txt sound like all it was was a reference for the exec commands but its actually another part of TXT Pack...
EDIT: Heres the one with the full support on guns...
Just put all the .txt files in your system folder (including all.txt) and do like on the other TXT Pack. If you want to exec the whole thing then just type in console exec all.txt and you should be set.
Enjoy :)
kilozulu
26th July 2004, 10:19
If you guys don't want to hear grenades blow up:
set Throw_M67_Frag BoomSound None
It's kinda cool, no drone nade sounds.
Here's my contribution to the MP part of devmode.
You can't change the scope of every gun that comes with a scope by default. It means that if you want to have a m24 scope ou your sf gun, you must leave the iron sight on your weapon mod.
No recoil function does NOT work on any sniper gun.
360 degrees supported rotation does NOT work.
Increased rate of fire IS heard by other players. So be carefull, you can be detected this way.
As many may know already, perfect accuracy does NOT work.
So there are basically 3 things that work and are usefull: no smoke, no recoil on rifles, and scope of choice on rifles.
So far, the only thing that can detect you is a pb ss (apart from the increased rof thingy).
EDIT: Remember, this is only true in MultiPlayer
temp2
26th July 2004, 12:46
temp2, english please? maybe u can take a look at it. open AGP.u go to AGP_Weapons and down there is Fire and a little lower is ServerFire, in Fire thers bAdjust and in ServerFire therers bNoAdjustAim
Yep see what you mean but can't currently find what call Fire (bAdjust,bRapid,bBreatheBonus). I wish UTPT decompiled all a u file to a uc file so that it could be searched.
Only a positive note I have found 3 more ways to PerfectAccuracy:
set Controller bPerfectAccuracy True
set PlayerController bPerfectAccuracy True
set StudentController bPerfectAccuracy True
Not satisfied with the FOV on your sniper scope? Well change it to someting a little more zoomed!:
Set Scopew_mosinnagant_sniper aZoomFOV (1.5)
And I think one of the following seems to stop that annoying breathing shake since is now gone on my rifles:
set StudentController ShakeOffset 0
set StudentController ShakeOffsetRate 0
set StudentController ShakeOffsetTime 0
set StudentController ShakeRollRate 0
set StudentController ShakeRollTime 0
set StudentController MaxShakeRoll 0
set StudentController MaxShakeOffset 0
set StudentController MaxResponseTime 0
Watch out for that telltale one hole in the wall.
And for a last but not least secondary way to find out what a value is set to:
Get Scopew_mosinnagant_sniper aZoomFOV
Which nicely tells you the format of the set command you need
kilozulu
26th July 2004, 12:54
Uh Temp, that might've disabled breathing while zoomed in.
I just tested it in single player, and I get no breathing.
Sweet, nice find bud.
temp2
26th July 2004, 13:13
Uh Temp, that might've disabled breathing while zoomed in.
I just tested it in single player, and I get no breathing.
Sweet, nice find bud.
NP ;-). Only just started m8. The beauty of this implementation is that it is so damned complex.
noob-cheater
26th July 2004, 13:50
@Temp...does nobreathing work in MP?! well atleast the no-skaking scope!?!
@$ilent$talker...thx man, im gonna try it out right now;)
temp2
26th July 2004, 14:59
@Temp...does nobreathing work in MP?! well atleast the no-skaking scope!?!
No idea m8 all the auth servers are down so I spent a little more than my usual 1/2 hour tweaking. Idle hands do ...
Should have seen what I've been up to with AmbientGlow though.
temp2
26th July 2004, 15:40
And I think one of the following seems to stop that annoying breathing shake since is now gone on my rifles:
set StudentController ShakeOffset 0
set StudentController ShakeOffsetRate 0
set StudentController ShakeOffsetTime 0
set StudentController ShakeRollRate 0
set StudentController ShakeRollTime 0
set StudentController MaxShakeRoll 0
set StudentController MaxShakeOffset 0
set StudentController MaxResponseTime 0
Had to run up my own little server to test this out in MP and its not working, in fact it gives you the bad shakes. I'm pretty sure I know what's wrong though.
noob-cheater
26th July 2004, 16:29
can ya make a fullscreen binoc?!
-Majic
26th July 2004, 16:42
that hould be kinda easy, just remove the overlay under the binocs thing
Rapid
26th July 2004, 18:02
Had to run up my own little server to test this out in MP and its not working, in fact it gives you the bad shakes. I'm pretty sure I know what's wrong though.
try something like false instead of 0 or maybe try 10 :) its all try and error in this sh!t
$ilent$talker
26th July 2004, 20:58
Here's my contribution to the MP part of devmode.
You can't change the scope of every gun that comes with a scope by default. It means that if you want to have a m24 scope ou your sf gun, you must leave the iron sight on your weapon mod.
No recoil function does NOT work on any sniper gun.
360 degrees supported rotation does NOT work.
Increased rate of fire IS heard by other players. So be carefull, you can be detected this way.
As many may know already, perfect accuracy does NOT work.
So there are basically 3 things that work and are usefull: no smoke, no recoil on rifles, and scope of choice on rifles.
So far, the only thing that can detect you is a pb ss (apart from the increased rof thingy).
EDIT: Remember, this is only true in MultiPlayer
Sorry to disagree with you but no recoil works on the M82 for me atleast on bridge (only map I tested it with the M82) and M24 works sometimes depending on how I execute my sets. Don't know about the other snipers yet but I'll follow up on that.
360 Degrees does work, try it one the M249 saw on mountain pass or radio towers (only gun and only two maps I tested it on).
And I tested the increased rate of fire, and you cant hear it as a different player. Either you hear a fully auto gun or 1-3 round bursts. So if you have the m16 and have fireadjust set to high rate of fire and have an auto fire on they'll know just by the fact that you're getting full auto. But they dont sence the high rate of fire.
I tested this out already.
Just to make sure when I get back from the doctor I'll test it out on different maps. Mabe it's like the perfect acc where I thought I had it cause of no recoil and testing it in SP so dont get me wrong. I may not know what I am talking about but do know about 360 degree and no recoil on M82.
-Majic
26th July 2004, 21:46
actually i could definately hear a saw with higher rate of fire, and i mean wow, that thing sounded like 3 or 4 ppl shooting at same time, so yes fire rate can be heard, on saw atleast. and yes ppl dying faster is a major factor, i got shot with the saw in leg, isntead of the little jerks it jerks u way back and ur screen is like unseeable cuz of all the hits..
noob-cheater
26th July 2004, 21:50
actually i could definately hear a saw with higher rate of fire, and i mean wow, that thing sounded like 3 or 4 ppl shooting at same time, so yes fire rate can be heard, on saw atleast. and yes ppl dying faster is a major factor, i got shot with the saw in leg, isntead of the little jerks it jerks u way back and ur screen is like unseeable cuz of all the hits..
Your right...2 days ago i was on bridge and i was spectating on a guy and hes saw shooted like 3 bulletes at the same times, i meen you see 3 fire shots at the same time instead of 1...
<edit>I have a n00b question, if i run my own server (i'm planning starting my own server)...can i use devmode on my server while im playing on it whitout any problems?!
JohnBLucky
26th July 2004, 23:15
No BlackOuts In Zoom (With Binoculars)!
Just add this to whichever text you use right under the "DevMode 1" line. I'll try to test and get a new "Complete" version out later today.
mpcheat binoc 1
set Scope_BinocM22_A tZoomOverlay Texture'None'
mpcheat binoc 2
set Scope_BinocM24_B tZoomOverlay Texture'None'
noob-cheater
26th July 2004, 23:17
No BlackOuts In Zoom (With Binoculars)!
Just add this to whichever text you use right under the "DevMode 1" line. I'll try to test and get a new "Complete" version out later today.
mpcheat binoc 1
set Scope_BinocM22_A tZoomOverlay Texture'None'
mpcheat binoc 2
set Scope_BinocM24_B tZoomOverlay Texture'None'
oke thx JBL
can you answer me this question?!
if i run my own server (i'm planning starting my own server)...can i use devmode on my server while im playing on it whitout any problems?!
JohnBLucky
26th July 2004, 23:22
oke thx JBL
can you answer me this question?!
if i run my own server (i'm planning starting my own server)...can i use devmode on my server while im playing on it whitout any problems?!
Nope, you can't use devmode, even with Cheats enabled. I'd talk to Killa about it, as he's quickly becoming the resident expert of cheat servers and hacked server settings.
temp2
27th July 2004, 04:32
I have it on good authority (and I have proof) that some server administrators are working on detecting our little devmode fun. However they are having problems:
They cannot detect changes to properties such as arrays, structures and object pointers.
If a class is not in memory a boolean of that class appears as of its false, float or integer as 0.
AA:O is very complex and only the [Dev] know what variables they are actively using or what they just leave default.
Doing checks on all the variables we are tweaking will lag both servers and clients very badly.
And here is how we can stay ahead:
Only modify the stuff in game that you are going to use. (if you have devmoded weapons that you are not going to use in game then stop it)
Only modify the lowest sub-class of object. (e.g. not Actor, not Weapon, not AGP_Weapon but only Weapon_M82_Sniper to modify a Weapon_M82_Sniper, etc...)
As many people as possible get using UTPT and contributing new set commands. I'm confident that there are so many variables in AA:O that we can tweak, that we can stay ahead if users here take active interest in improving the exploits.
What will happen if they get it working.
I'm informed it will be a 5 minute KICK. (they can't guarantee that the variables were not accidentally corrupted)
Why develop devmode commands.
Because even if the devmode exploit is closed in the next release (which i personally doubt as its using the newer engine) the information about how the game uses variable can be used in the next generation of game engine hack. I think you will all now appreciate that engine hacking is much more powerful than DirectX indeed some things can only be done this way.
importdrinker
27th July 2004, 04:47
so would this be similar then to the current AASA restrictions on .ini settings?...sounds like this would only apply to some servers and not the official ones...yes?
temp2
27th July 2004, 04:52
Thanks man. I'm gonna take the useless weapons off my modded weapons.
And another; if you are modifying an integer or a float do not user 100,000 or 180,000 use a random value near it. AA:O is quite buggy that random value must be data corruption!
temp2
27th July 2004, 04:56
so would this be similar then to the current AASA restrictions on .ini settings?...sounds like this would only apply to some servers and not the official ones...yes?
Non Official I hear, but there are big problems with false positives and as soon as they publish the protection mechanism it will be worked round. This exploit is very hard to beat.
temp2
27th July 2004, 05:08
...information about how the game uses variable can be used in the next generation of game engine hack...damn good news man
If you have ever seen what HeliOs (although HeliOs built on others work) did in UT2004... If you knew how easy that was once the classes and properties were understood... AA:O saves itself by being so complex but that is paradoxically its Achilles heel.
fredotnet
27th July 2004, 05:17
hey temp, bt server admins what did u mean, leased servers admins, official admins, what?
would still be safe to use the devmode as it is in the official servers?
temp2
27th July 2004, 05:30
hey temp, bt server admins what did u mean, leased servers admins, official admins, what?
would still be safe to use the devmode as it is in the official servers?
I can only guess m8. Going by the tardiness of the implementation of md5 .u file scanning on Official servers I suspect Official will be the last (if ever). Like I said some of our favourite devmode tweaks deliver a lot of false positives.
If what I hear is correct the KICK will not result in a BAN because of the possibility of data corruption giving the KICK. Its not like they have an md5 hash of a file that exactly matches a known game hack. With some of this stuff only one byte in the active game is changed by a value of 1.
Cowboy[Texas]
27th July 2004, 06:36
As far as corruption... we have all seen examples of that with the weapon bugs... friendlies look like opfor, etc. Therefore, as stated by TEMP... banning based on "corruption" slight mismatches would cause complete chaos for every player. AA will certainly never be perfect... and as long as the bugs exist... devmode should have a chance to survive.
temp2
27th July 2004, 07:10
A great resource on Unrealscript classes, their hierarchy properties and methods
http://unreal.student.utwente.nl/uncodex-ut/overview.html
Some stuff that I will be playing with:
set Engine.AIMarker bHiddenEd False ; experiment with AI markers a little
set Engine.LineOfSightTrigger MaxViewAngle 30
set Engine.LineOfSightTrigger MaxViewDist 9000.00 ; experiment with view dist a little just for fun
set Engine.ParticleEmitter MaxParticles 0
set Engine.Pawn Bob (0.00)
set Engine.Pawn BobDamping 0.96 ; How much the weapon moves about as you walk.
set Engine.Pawn shakemag ; max magnitude in degrees of shaking
set Engine.Pawn shaketimer ; player uses this for shaking view
set Engine.Pawn shakevert ; max vertical shake magnitude
set Engine.PlayerController abasex 0
set Engine.PlayerController abasey 0
set Engine.PlayerController abasez 0
set Engine.PlayerController MaxshakeOffset 0.00
set Engine.PlayerController MaxShakeRoll (X=0.00,Y=0.00,Z=0.00)
set Engine.PlayerController maxtimemargin 0.00
set Engine.PlayerController shakeOffset 0.00
set Engine.PlayerController ShakeOffsetRate (X=0,Y=0,Z=0)
set Engine.PlayerController shakeOffsetTime 0.00
set Engine.PlayerController ShakeRollRate (X=0,Y=0,Z=0)
set Engine.PlayerController shakerolltime 0.00
set Engine.ZoneInfo AmbientSaturation 000
set engine.ZoneInfo bClearToFogColor True
set Engine.ZoneInfo bDistanceFog False
set Weapon WeaponWeight ; low = run faster
heaton.txt=set engine.LevelInfo m_bHeatVisionActive True
heatoff.txt=set engine.LevelInfo m_bHeatVisionActive True
user.ini=Aliases[20]=(Command="exec heaton.txt | OnRelease exec heatoff.txt",Alias="heatsw")
M=heatsw
set input r set engine.particleemitter lifetimerange (Min=0.00,Max=0.00) | set engine.particleemitter lifetimerange (Min=4.00,Max=4.00)
temp2
27th July 2004, 12:22
; Some M82 Tinkerings
;================================================= ========
; Meant to make you faster
;get Weapon_M82_Sniper fWeight
set Weapon_M82_Sniper fWeight 0.8452
; Meant to make slow breathing animation
;get Weapon_M82_Sniper ShakeSpeed
set Weapon_M82_Sniper ShakeSpeed (X=0,Y=0,Z=0)
set Weapon_M82_Sniper ShakeVert (X=0,Y=0,Z=0)
;get Weapon_M82_Sniper ShakeTime
;get Weapon_M82_Sniper ShakeMag
;get Weapon_M82_Sniper _ZoomDirInfo
set Weapon_M82_Sniper _ZoomDirInfo (MeanDirection=(X=0,Y=0,Z=0),bPitch=0,PitchMean=0, PitchMaxDeviation=0,PitchFalloff=0,bYaw=0,YawMean= 0,YawMaxdeviation=0,YawFalloff=0,bRoll=0,RollMean= 0,RollMaxdeviation=0,RollFalloff=0,SpeedMean=0,Spe edMaxdeviation=0,SpeedFalloff=0,Base=(Pitch=0,Yaw= 0,Roll=0))
;get Weapon_M82_Sniper _RecoilDirInfo
set Weapon_M82_Sniper _RecoilDirInfo (MeanDirection=(X=0,Y=0,Z=0),bPitch=0,PitchMean=0, PitchMaxDeviation=0,PitchFalloff=0,bYaw=0,YawMean= 0,YawMaxdeviation=0,YawFalloff=0,bRoll=0,RollMean= 0,RollMaxdeviation=0,RollFalloff=0,SpeedMean=0,Spe edMaxdeviation=0,SpeedFalloff=0,Base=(Pitch=0,Yaw= 0,Roll=0))
;get Weapon_M82_Sniper _AccuracyDirInfo
set Weapon_M82_Sniper _AccuracyDirInfo (MeanDirection=(X=0,Y=0,Z=0),bPitch=0,PitchMean=0, PitchMaxDeviation=0,PitchFalloff=0,bYaw=0,YawMean= 0,YawMaxdeviation=0,YawFalloff=0,bRoll=0,RollMean= 0,RollMaxdeviation=0,RollFalloff=0,SpeedMean=0,Spe edMaxdeviation=0,SpeedFalloff=0,Base=(Pitch=0,Yaw= 0,Roll=0))
set Weapon_M82_Sniper aimerror 0
; Meant to remove walking bobbing
set Weapon_M82_Sniper BobDamping 0.96
; Meant to remove misfires
set Weapon_M82_Sniper iMisFire 1235649532
set Weapon_M82_Sniper bMisFire False
set Weapon_M82_Sniper iNextMisFire 0
set Weapon_M82_Sniper fZoomAnimTime 0
set Weapon_M82_Sniper FiringTweenTime 0
set Weapon_M82_Sniper eROF ROF_Auto
set Weapon_M82_Sniper bunlit 1
set Weapon_M82_Sniper BaseAccuracyModifier 0
set Weapon_M82_Sniper BaseRecoilModifier 0
set Weapon_M82_Sniper Texture Texture'Engine.WhiteTexture'
set Weapon_M82_Sniper ProneReloadEmptyAnim Fire
set Weapon_M82_Sniper ProneReloadFullAnim Fire
set Weapon_M82_Sniper ReloadEmptyAnim Fire
set Weapon_M82_Sniper ReloadFullAnim Fire
set Weapon_M82_Sniper Reload3PAnim Fire
set Weapon_M82_Sniper ReloadStanding3PAnim Fire
set Weapon_M82_Sniper ReloadProne3PAnim Fire
; Meant to improve zoom
set ScopeW_M82_Sniper aZoomFOV (4)
;set ScopeW_M82_Sniper bInstantZoom False
set ScopeW_M82_Sniper iPitchOffset 0
set ScopeW_M82_Sniper iYawOffset 0
Auto Devmoding?
;Bind tweaks to F12
set input F12 exec tweaks.ini
disconnect
exec blah.ini
reconnect
Update
Something in the M82 setup gives you virtually no breathing in MP when Zoomed (tested). Still no perfect accuracy but the spread is a square which can be useful if you aim ain’t that good *8-]
I think this fires slightly faster also since there is no wait between firing. Something also solves that M82 mis-fire problem. You empty and M82 magazine with one shot. Now that’s a certain one shot kill. Muuuhahahahahahaharara.
LOCALACCT
27th July 2004, 12:54
I Would like to see tracers with all weapons, can this be done?
doomfx
27th July 2004, 13:27
is it possible to create a set of variables without them beiing "mpcheat class" cus ive had a look at the demove txt and find that they are all like "
MPCheat Class V" , MPCheat Class SPR" and so on is it possible to make a set that arnt a cheat but simply adjust the game , for example like gamma, contrast , sound volume, stuf like that.?
thx.
doomfx
27th July 2004, 13:46
sorry this wasnt explained properly in the original thread i found so my question is :
UTPT what is utpt?
, which file extensions do i need to openn?
which hex editing program, can edit these ?
then i will be off to find new comands.
temp2
27th July 2004, 14:02
I Would like to see tracers with all weapons, can this be done?
Only experimenting will find out! Try it in single player then see if it works in online.
is it possible to create a set of variables without them beiing "mpcheat class" cus ive had a look at the demove txt and find that they are all like "
Yeah. I summon the objects if the classes are not in memory and do the set commands.
You should find a post from me with some of that kind of information on this thread - use search.
P.S. I hope you are all now enjoying reduced breathing effect. BOOYA! I found the new FOV for the M82 scope a bit high so am trying 6 degrees. I have also disabled the white texture as it did not do much and could have been seen in a screen shot.
Next Task: Who can solve that annoying whiplash when you are shot problem?
Finally try thus :-)~. It turns my M82 into an assault weapon.
set AGP_Character bForceDrawCrosshair true
Things I'm looking at:
;AGP_Pawn ShouldDrawCrosshair()
;HumanController CanIDActor ()
;HumanController ClientStartHitShake ()
And where those offsets in AAOM point to in terms of Unrealscript functions
howler2345
27th July 2004, 14:09
UTPT what is utpt? = Unreal Engine VIEWER(You cant edit...but you can do this with aaom)
, which file extensions do i need to openn? = .u files
which hex editing program, can edit these ? = Look for hex workshop on google :)
PS - This is my 300th post :P
temp2
27th July 2004, 14:19
UTPT what is utpt? = Unreal Engine VIEWER(You cant edit...but you can do this with aaom)
, which file extensions do i need to openn? = .u files
which hex editing program, can edit these ? = Look for hex workshop on google :)
PS - This is my 300th post :P
UTPT = Unreal Tournament Package Tool
It allows you to open up .u and .aao files to look inside at textures, code, whatever. The neat thing is the de-compilation of AGP.u and AGP_Inventory.u (where you will be doing most of your work).
Download it here: http://www.acordero.org/projects/utpt/
To get going File Open -> Navigate to your AA:O system directory and open up the AGP_Inventory.u file and start poking around. While you at it go to the textures directory and open some of the files there. UTPT is still a bit buggy so report bugs to the Forum: http://p201.ezboard.com/facorderofrm0
Nopiw
27th July 2004, 18:38
2 very easy ways to get rid of breathing while in scope mode:
1.
judas
2.
set AGP_Character bForceDrawCrosshair true
fov 10
edit: both wont work in MP
Cowboy[Texas]
27th July 2004, 20:51
You guys need to read this shit.......
http://ucforum.net/showthread.php?p=148229#post148229
VERY, VERY, VERY COOL INFO !!!!!!!
JohnBLucky
27th July 2004, 23:09
Yes, but not all devmode commands can be used while you're not connected to a server, and you can't activate devmode while in game either (Devmode 1).
temp2
28th July 2004, 03:05
I my published M82 tweaks follow the format I will now be following from now on: Selective dis-information. i.e. many of the set commands do nothing, some are overwritten by the game and a few work. This is a strategy designed to make detecting tweak usage more difficult the aim being false positives and unacceptable network lag.
If someone wants to do something useful they can correlate all AAOM offsets to Classes, Properties and Methods in the corresponding .u file. Thus we can move the tweaks to less detectable sub-classes i.e. instead of AGP_Pawn; AGP_Character... I note that many AAOM modifications patch Method code which the set command cannot do however it gives an indication of where to look for useful tweaks.
weedb0x
28th July 2004, 06:22
The fast fire rate and supressed gun sounds on the RPK does not work on complete4B for me, which it should because fire rate is set to 180000, does it work for anyone else? Is there a way to get it to work?
temp2
28th July 2004, 06:49
The fast fire rate and supressed gun sounds on the RPK does not work on complete4B for me ... Is there a way to get it to work?
The game resets it. Don't bother with the RPK SAW anymore its a liability, you will be gunned down with an AK74 every time. Personally I sometimes find that supressed sound a bit noisy when I really want to hear what is going on with my gattling snipe AK74. If so:
set Weapon_AK74su_RIFLE OutDoorSingleFire None
set Weapon_AK74su_RIFLE SingleFire None
temp2
28th July 2004, 07:06
Ive been playin bridge with auto M16, funny as hell, Go threw 6 clips way to fast, oh well, its funny
Yeah always make sure you get a kill near you and scavenge a weapon. You can also up the fire rate for extreme fun. The imperfect aim actually helps as you get a square spread so you don't actually have to aim that well,
weedb0x
28th July 2004, 07:14
Fire rate goes above 180 000 ? ? O_o
temp2
28th July 2004, 07:27
Some stuff I will be playing with.
Descripion .u Class Method Property
No Breathing AGP.u AGP_Pawn BreatheCycle
No Parachute Fall Damage AGP.u AGP_Pawn TakeFallingDamage Damage
Speed Hack (Injured) AGP.u AGP_Pawn GetSpeedModifier
No Aim Adjust AGP.u AGP_Weapon Fire
AAOM X Hair AGP.u AGP_Weapon Busy ShouldDrawCrossHair
Full Screen Zoom AGP.u BaseScope RenderOverlays
No Flash AGP.u HumanController FlashBanged
No Flash AGP.u HumanController ClientFlashBanged
No Flash Ringing Sound AGP.u HumanController FlashBanged AudIntensity
No Flash Ringing Sound AGP.u HumanController ClientFlashBanged AudIntensity
No Grenade Ringing Sound AGP.u HumanController Grenaded AudIntensity
No Grenade Ringing Sound AGP.u HumanController ClientGrenaded AudIntensity
AAOM X Hair AGP.u SniperRifle ShouldDrawCrossHair
AAOM X Hair AGP.u ThrowWeapon ShouldDrawCrossHair
Full Screen NV AGP_Inventory.u NightOpticsDevice RenderOverlays
No GreenFilter on NV AGP_Inventory.u NightOpticsDevice RenderOverlays
No Fog Engine.u ZoneInfo bDistanceFog
temp2
28th July 2004, 10:32
PM Replies
cam you tell me what program should i use and how do i learn Uscript?!
tell me like where did you learn it and how and what program doe you use...
Unreal Developer Network http://udn.epicgames.com
UnrealEngine2 Demo Runtime http://www.unrealtechnology.com/html/runtime/demo.shtml
Could you help me reduce the spread and get rid of most of the breathing on my m16?
Try some of that stuff for the M82. You never know.
noob-cheater
28th July 2004, 14:37
PM Replies
Unreal Developer Network http://udn.epicgames.com
UnrealEngine2 Demo Runtime http://www.unrealtechnology.com/html/runtime/demo.shtml
Thanks for the links Temp2...
One thing else, when will you be realesing an new update of devmode, you always post stuff but don't show up a new update :P
Im using $ilent$talker version right now, it kick ass but you seems to have alot more new features...
temp2
28th July 2004, 14:50
Thanks for the links Temp2...
One thing else, when will you be realesing an new update of devmode, you always post stuff but don't show up a new update :P
I shine a light upon the way I don't hold your hand.
I'm stuck with the whiplash when you are hit. It's StartHitShake in Controller but there is no easy way to attack it without patching the method (like AAOM). Guess we can't have everything.
I've also had a look at firing while running and it looks like the same holds for that two. It's the CanUseWeapon series of methods in AGP_Pawn if anyone is interested. But here are some tweaks to play with.
set Weapon_AK74su_RIFLE bMisFire False
set Weapon_AK74su_RIFLE iNextMisFire 5028841971
set StudentController bAutoWalkZoom true
set StudentController bCanFire true
set Actor bCorona False
temp2
28th July 2004, 15:09
so ppl will have to work themselves...
Everyone their own private tweaks. Every tweak a random value. Decoy tweaks. False positive decoys. It's a server adminstrators nightmare.
Here is a reduced console obj list . It show what classes are uses in SP games. Use it with EditDefault Class= while in windowed mode to bring up the edit pane for that class
Use it while windowed
Class Count NumBytes / K MaxBytes / K
AAControlsPanelBase 5 5 5
AACreditsPage 1 0 0
AADeploymentPage 1 0 0
AADeploymentPanelMission 1 1 1
AAGlossaryPage 1 0 0
AAGUIController 1 4 4
AAGUIVertScrollButtonDown 53 24 24
AAGUIVertScrollButtonUp 53 24 24
AATrainingPanelMission 1 1 1
AccessControl 2 5 5
ActionMoveCamera 4 0 0
AGP_ActivatedObjective 1 1 1
AGP_Character 2 6 6
AGP_GameSinglePlayer 2 12 12
AGP_HUD 2 4 4
AGP_InventoryModifier 1 1 1
AGP_ItemList 1 1 1
AGP_Location 1 1 1
AGP_Scoreboard 2 4 4
AGP_TriggeredObjective 1 2 2
AGP_Viewpoint 17 25 25
AI_ObjectiveStats 2 4 4
ALAudioSubsystem 1 0 0
AmbientSound 25 35 35
AnimNotify_Footstep 60 2 2
AnimNotify_LadderFootstep 4 0 0
AnimNotify_ShellEject 3 0 0
AnimNotify_Sound 1 0 0
AnimNotify_UpdateCurrentAmmo 9 0 0
ArrayProperty 266 29 29
AttachmentHandler 1 1 1
AttachMod_Acog4x 1 1 1
AttachMod_HeatShield 3 4 4
AttachMod_M203_Gren 1 1 1
AttachMod_M4qd_Suppressor 1 1 1
Attch_Eyes 2 2 2
Attch_Head 2 2 2
AuxCollisionCylinder 75 104 104
BlockingVolume 22 34 34
BoolProperty 3444 376 376
Browser_IRC 1 1 1
Browser_PlayersList 3 2 2
Browser_Prefs 1 0 0
Browser_RulesList 3 4 4
Browser_ServerListPageLAN 1 0 0
Browser_ServerListPageMS 1 0 0
Browser_ServersList 3 3 3
Brush 128 191 191
ByteProperty 820 89 89
CamEffect_FlashBang 1 0 0
Canvas 1 0 0
Cheater 1 0 0
Class 978 2828 2829
ClassGuerrillaAK74suPS 7 12 12
ClassGuerrillaRPGPS 2 3 3
ClassGuerrillaRPKPS 4 6 6
ClassGuerrillaVIPPS 1 1 1
ClassProperty 450 50 50
ClassRecruit 2 3 3
ClassSFRiflemanPS 8 13 13
ClassSFSniperPS 4 6 6
ClientBeaconReceiver 2 4 4
ColorModifier 575 38 38
Combiner 6 0 0
CommoHandler 2 2 2
CommVolume 21 33 33
Console 1 2 2
Const 1219 86 86
ConstantColor 2 0 0
ContactInfoModifier 7 1 1
Cubemap 9 1 1
D3DRenderDevice 1 195 195
DecoMesh 109 169 169
DefaultPhysicsVolume 2 3 3
DelegateProperty 45 4 4
Dir_Fade 2 0 0
Dir_PlayerLockMovement 1 0 0
Dir_RunConsoleCommand 2 0 0
Dir_SceneEnd 1 0 0
Dir_SetPlayerInventory 1 0 0
Dir_SetPlayerLocation 1 0 0
em_bt_glasspane 38 57 57
em_bt_glasspaneB 76 115 115
Emitter 14 21 21
EntryScreenplay 1 1 1
Enum 155 15 15
FadeColor 1 0 0
FinalBlend 603 42 42
FloatProperty 2991 315 315
Font 16 81 97
FontInfo 2 2 2
Function 7515 1086 1086
fx_exp_bigfire 1 1 1
fx_exp_mediumfire 2 3 3
fx_exp_smallfire 1 1 1
GameEngine 1 0 0
GameMenuFrame 1 0 0
GameReplicationInfo 2 3 3
GameSpyServerList 1 1 1
GlobalTempObjects 1 0 0
HUD 2 3 3
HUDBodyInfo 1 0 0
HUDColorDisplay 1 0 0
HUDCombatEff 1 0 0
HUDCommoInfo 1 0 0
HUDCrosshair 1 0 0
HUDDebugCE 1 0 0
HUDFrame 1 0 0
HUDMenuCrosshair 1 0 0
HUDPlayerID 1 0 0
HUDRecovery 1 0 0
HUDRoleInfo 1 0 0
HUDTaskDisplay 1 0 0
Input 1 8 8
InteractionMaster 1 0 0
InterpolationPoint 4 5 5
IntProperty 3870 408 408
InvHands 25 38 38
InvHolster 25 38 38
InvShoulder 25 38 38
IRC_System 1 1 1
KarmaParamsCollision 2065 145 145
KarmaParamsSkel 3 0 0
KMeshProps 206 190 190
Ladder 20 30 30
LadderVolume 10 18 18
Level 2 32 41
LevelInfo 2 222 222
LevelSummary 2 0 0
Light 870 1237 1237
LinkerLoad 125 3441 3452
Main_List_Controls 22 27 27
Main_Panel_Controls 5 3 3
Main_Panel_Links 4 5 5
Main_Panel_News 1 0 0
MainMenuFrame 1 0 0
MeshAnimation 17 37228 37228
MeshEmitter 9 11 11
MissionResultsFrame 1 0 0
moCheckBox 49 36 36
moComboBox 27 19 19
Model 407 17207 17679
moEditBox 11 7 7
moNumericEdit 2 1 1
Mover 33 67 67
Movie 8 0 0
MovieTexture 6 1 1
Mutator 2 3 3
NameProperty 317 33 33
NPC_Ambient 23 86 86
ObjectPool 2 0 0
ObjectProperty 4673 511 511
Package 381 20 20
Palette 69 72 72
ParticleMaterial 132 91 91
PhysicsVolume 1 1 1
PlayerBlockingVolume 20 31 31
PlayerInput 1 0 0
PlayerReplicationInfo 2 3 3
PlayerStart 1 1 1
Polys 407 1845 1845
Primitive 1 0 0
Projector 81 147 147
ProjectorMaterial 1 0 0
ProjectorPrimitive 1 0 0
ProxyBitmapMaterial 2 0 0
RandomTrigger 7 9 9
ReachSpec 132 9 9
RelayTrigger 20 41 41
SceneManager 2 3 3
ScriptedTexture 1 0 0
ScriptScene 1 0 0
Security 2 2 2
Shader 66 6 6
ShadowBitmapMaterial 25 3 3
ShadowProjector 25 45 45
SkeletalMesh 58 6174 6189
SkeletalMeshInstance 31 241 412
SkyZoneInfo 1 1 1
Sound 402 32644 32644
SparkEmitter 1 1 1
SpinnyWeap 2 2 2
SpriteEmitter 100 123 123
State 175 200 200
StaticMesh 243 27417 27417
StaticMeshActor 4102 5768 5768
StaticMeshInstance 4135 6074 6074
StrProperty 3013 317 317
Struct 106 13 13
StructProperty 2447 267 267
StudentController 2 8 8
Sunlight 12 17 17
System 1 0 0
TerrainInfo 4 1323 1497
TerrainMaterial 1 0 0
TerrainPrimitive 4 0 0
TerrainSector 64 118 171
TexEnvMap 11 0 0
TexPanner 2 0 0
TexRotator 1 0 0
Texture 910 976 993
Trigger 5 7 7
TriggerHide 2 2 2
TriggerSound 17 24 24
UIHUDCompass 1 0 0
UIHUDCompassPointObj 2 0 0
UIHUDCompassPointV 1 0 0
UIHUDPercentageBar 3 0 0
UIImageListDisplay 2 3 3
UIInvDef 4 5 5
UIKeyCapture 4 0 0
UIKeymap 47 13 13
UIMouse 3 0 0
UIPlayerList 1 0 0
UIQuickLan 1 0 0
UIRolloverBitmapButton 69 20 20
UIScreen 40 5 5
UIScrollingCredits 2 9 9
UIServerListDisplay 1 0 0
UISettingsList 1 2 2
UISlider 16 5 5
UISliderH 1 0 0
UISliderSeg 7 4 4
UITextButton 62 19 19
UITextButtonSize 7 2 2
UITextDisplay 78 16 16
UITextDisplayColor 1 0 0
UITextPageDisplay 9 11 11
UIVideoMode 1 0 0
UIWebLinkButton 4 1 1
VertMesh 1 6 6
VolumeTimer 1 1 1
WindowManager 1 0 0
WindowsClient 1 0 0
WindowsViewport 1 0 0
ZoneInfo 57 90 90
bring_the_pain
28th July 2004, 18:48
so is there a way to get perf. accuracy yet? or not? with M16? and no breathing, with any gun?
Here is perfect accuracy for your SAW or any other weapon:
Class=Weapon_M249_SAW ;substitute any weapon here ex: Weapon_M16A2_Rifle etc.
None.AccuracyDirInfo.bPitch = 0 ;default is 1
None.AccuracyDirInfo.bRoll = 0 ;default is 0
None.AccuracyDirInfo.bYaw = 0 ;default is 1
None._ZoomDirInfo.bPitch = 0 ; default is 1
None._ZoomDirInfo.bRoll = 0 ; default is 0
None._ZoomDirInfo.bYaw = 0 ; default is 1
None.bWpnRecoil = False ;default is True
I have not tested in MP yet, but am fairly certain these settings will work.
Combine this with a rapid rate of fire and......well you get the idea. :laugh:
EDIT: This is perfect accuracy while not zoomed. During zoom mode you still have the breathing effects. I am working on that as you read this.
EDIT 2: Added the _ZoomDirInfo properties. They seem to have helped slightly but I am still getting some breathing effects.
B_T_P
noob-cheater
28th July 2004, 19:28
but i think it's better like that otherwise you have to aim perfect...the way it is right now it burst square so you don't have to aim perfect....all you have to do is point you crosshair and burst the clip emty :D
bring_the_pain
28th July 2004, 20:31
I just tested Perfect Accuracy in MP and it appears that the server is injecting a certain amount of bullet spread based on your soldiers position.
Rapid
28th July 2004, 21:05
aimadjust.... for perfect no accurazy ^^
Nopiw
28th July 2004, 21:15
aimadjust.... for perfect no accurazy ^^
yep. I think PerfectAccurazy and NoBreathing wont ever work in MP with devmode.
edit: The only possible way I see is the following:
The Spread is kind of random X-Y coordinates (hope i wrote it correct)
U have to set a constant value for the spread...
JohnBLucky
28th July 2004, 21:31
AAOM CLASS NAMES:
This was never updated past PublicMod v5, however, it does specficially list each area that was affected by any option in that version or before that.
Nopiw
28th July 2004, 23:48
Few pages? THeres like 27 pages here.
I said FEW. thx anyway
here is the first release of my devmode
edit: and the second.
temp2
29th July 2004, 01:28
here is the first release of my devmode
Nice. Some thoughts for the future:
The execed file does not need an extension. In the Unreal world they usually have the .ini extension. The execed file can also be anywhere on your system; just call it with the full path. e.g. exec blah\mytweaks.ownage
It may be worth a disconnect before starting the script with a reconnect afterwards just to make sure the devmode flag is not set whilst on server.
The exec command can be bound to a key in user.ini or or by the input console command.
temp2
29th July 2004, 02:51
yep. I think PerfectAccurazy and NoBreathing wont ever work in MP with devmode.
Have you tried my M82 tweaks for other weapons. I have definitely reduce breathing effect with my mine. Even with a 4 degrees scope FOV there is only a slight vertical movement.
PerfectAccuracy seems more problematical and I quite like it as it is. Extensive testing of my current set up reveals in MP that the spread is square and depends upon either the Weapon or the Ammo. This means you don't have to have perfect aim and that the bullet decals other players see are nicely distributed.
B.T.W I saw someone wanted a scope on their RPG7 launcher. I have the M82's so get experimenting.
Rokes
29th July 2004, 03:00
Does anybody know how I can set up the same stuff for the m16 trainer as I have the regular m16? whats the class letter for the trainer?
-Majic
29th July 2004, 09:56
dunno but u could use one of the AAOM hacks so u can use mpcheats in trayining, then just do mpcheat class R and it should give u the one that works, hell try mpcheat class s and see if u can qualify with the m24 on the marksmanship, lol, make sure to be use fast reload tho...
temp2
29th July 2004, 15:07
set Weapon_M4A1_RIFLE_MOD AutoFiringrate 0
set Weapon_M4A1_RIFLE_MOD fZoomAnimTime 0
set Weapon_M4A1_RIFLE_MOD bMisFireOnRapid False
set ScopeW_ACOG_4X fZoomMultiplier 9596881592
noob-cheater
29th July 2004, 16:15
set Weapon_M4A1_RIFLE_MOD AutoFiringrate 0
set Weapon_M4A1_RIFLE_MOD fZoomAnimTime 0
set Weapon_M4A1_RIFLE_MOD bMisFireOnRapid False
set ScopeW_ACOG_4X fZoomMultiplier 9596881592
What's this for?
i have a question, just was just playing on WC whit devmode...the only this that works is fast reload and high firerate (i guess)...'no smoke' and full screen NVG doesn't work there, and when i switch to bridge (where 'no smoke' is supoced to works there) 'no smoke' doesn't neighter, i have to relauch the game to exec devmode again :ermm:
is there a way to fix this? :beard:
Nopiw
29th July 2004, 16:19
i have a question, just was just playing on WC whit devmode...the only this that works is fast reload and high firerate (i guess)...'no smoke' and full screen NVG doesn't work there, and when i switch to bridge (where 'no smoke' is supoced to works there) 'no smoke' doesn't neighter, i have to relauch the game to exec devmode again :ermm:
is there a way to fix this? :beard:
happens to me 2 :P
try to double press the binded button. sometimes this solves the problem... sometimes not :cry:
temp2
29th July 2004, 16:51
Something for single player only - but very funny:
set WeaponMod_M203_Gren AuxAmmoCount 99
Hope you are all using snipe rifles with either ROF_Burst (3 bullets) or ROF_Auto (empty the magazine) with the high rate of fire. It leaves dead people everywhere and one bullet hole in the wall.
set Weapon_M82_SNIPER eROF ROF_Burst
Towncivilian
29th July 2004, 17:43
Weapon_M16A2_Rifle mout_mckenna.Weapon_M16A2_Rifle2 (Function AGP.AGP_Weapon.IsLegalROF:0029) Runaway loop detected (over 1000000 iterations)
History: FFrame::Serialize <- UObject::ProcessEvent <- (StudentController mout_mckenna.StudentController1, Function AGP.HumanController.Action) <- UObject::ScriptConsoleExec <- (StudentController mout_mckenna.StudentController1) <- UPlayer::Exec <- UViewport::Exec <- UWindowsViewport::Exec <- UInput::ExecInputCommands <- ExecAlias <- UInput::Exec <- UViewport::Exec <- UWindowsViewport::Exec <- UInput::ExecInputCommands <- UInput::Process <- UEngine::InputEvent <- UWindowsViewport::CauseInputEvent <- WM_KEYDOWN <- UWindowsViewport::ViewportWndProc <- WWindow::StaticProc <- MessagePump <- MainLoop
i tried to pick up a rifle that i dropped from a window (was empty)... could it be devmode?
-Majic
29th July 2004, 20:20
there was iMisFire, iNextMissFire, and i recaul a couple b values too, bMisFire, bRapidFire and stuff all to do with it, i think that is what calculates the misses when u shoot, like the iMisFire it gets from a funtion that is something like (iNextMisFire+bRapidFire) - iMisFire or some wierd thing like that..
So iMisFire is the round ur gunna miss with and iNextMisFire is how far off the next one will be. There was something else there too in the funtion, forgot where tho or waht it was exactly, but it jumped 2 times to get info for how much ur gunna be missing by..
dzbling
29th July 2004, 23:32
and is there an auto ai or sumtin that goes with it? like when u put it on e's body it points to there head?
JohnBLucky
29th July 2004, 23:34
and is there an auto ai or sumtin that goes with it? like when u put it on e's body it points to there head?
No, all of these commands are built into the game. What you want is a hack, like the other three hacks in sticky threads here :)
dzbling
29th July 2004, 23:44
GooDyMod auto aim? what is that?
noob-cheater
29th July 2004, 23:48
GooDyMod auto aim? what is that?
GoodyMod is a hack, you should check it out...it's a sticky one!!
dzbling
30th July 2004, 00:46
with this when it doesent show smoke, how can u get it to where it OUTLINES the smoke like BlackIce does? This si important that it outlines for me..
with this when it doesent show smoke, how can u get it to where it OUTLINES the smoke like BlackIce does? This si important that it outlines for me..
I've already asked this before in this thread.
but here it is.
You have this part in the txt:
; ------- M83 Smoke Grenade -------
set Throw_M83_Smoke cSmokeEmitter None
This is in charge of the smoke.
You cant have wirefirmed smoke like in blackice, cuz this is not a hack. only devmode commands.
but maybe you will prefer, like i did, to have regular smoke.
just add " ; " before the second line, to have this:
; ------- M83 Smoke Grenade -------
; set Throw_M83_Smoke cSmokeEmitter None
Good luck.
Rokes
30th July 2004, 00:54
Hey guys how do I set the zoom so that it goes as high as it will go on the m16 with m24 scope?
dzbling
30th July 2004, 00:58
.... if I add the ; can I see smoke or not see smoke?
noob-cheater
30th July 2004, 00:58
with this when it doesent show smoke, how can u get it to where it OUTLINES the smoke like BlackIce does? This si important that it outlines for me..
u can't whit devmode, eighter it is smoke or no smoke you figure it out :P...
this is devmode...devmode do not hava asmany features as blackice, now nevemind that blackice thing before you got this thread closed :cheeky: ...
This is what u get using devmode in MP...
it depands on which version y've downloaded and what features it has, read the readme file and you will see what features it contains...normaly devmode has, scope on anyweapon, extreem fire rate, no smoke, full screen NVG and no-recoil.
Notice: not all devmode features works in Multiplayer, some may or only works in Single mode...
some devmode features are not be availbe on some maps... Example: on bridge y'll get no smoke using devmode, but on WC you won't...
<edit>damn...gil you beat me to it :P
.... if I add the ; can I see smoke or not see smoke?
if you add the ";" it means you disable the line.
and then you WILL see the smoke.
with ; - smoke visible.
without ; - smoke unvisible
lol noob-cheater ;)
Rokes
30th July 2004, 01:08
Can SOMEBODY please help me zoom in closer with my scope!
Rokes
30th July 2004, 01:15
Thanks Gil. Maybe I'll try reposting my request since my post has been lost in with the spam and flames. I'd like to know what command would my scope zoom in closer with my m16 rifle with m24 scope on it. I know it has something to do with FOV(#) but whats the highest magnification?
Rokes
30th July 2004, 02:10
Alright I tried using that scope magnification and it worked but it wasn't really what I was looking for. I was hoping that by increasing the magnification I would decrease the bullet spread but it stayed the same. Can anybody help me out with this?
temp2
30th July 2004, 02:18
OMG does this works in MP? i meens the full auto sniper...
Sure does. Not sure if all sniper rifles work though. Nice thing with it is that you always get perfect accuracy. Remember the recharge tweak also for the M24, etc.
Weapon_M16A2_Rifle mout_mckenna.Weapon_M16A2_Rifle2 (Function AGP.AGP_Weapon.IsLegalROF:0029) Runaway loop detected (over 1000000 iterations)
...
i tried to pick up a rifle that i dropped from a window (was empty)... could it be devmode?
Looks very much like your teaked ROF has barfed the IsLegalROF method of AGP_Weapon. take a look at the method in UTPT and see what it is trying to do.
temp2
30th July 2004, 02:26
Alright I tried using that scope magnification and it worked but it wasn't really what I was looking for. I was hoping that by increasing the magnification I would decrease the bullet spread but it stayed the same.
It seems to do something but i'm not sure about whether it survives into MP or for what scoped weapons. It may be that the server is using it's pure version.
How about trying a scope with the highest mag, change it's overlay and change the client FOV as you wish.
If that does not work has anyone tried a loadout with a scope you can't pick from the menu? i.e. WeaponMods.ini
[WeaponMods]
CurrentWeapon=AGP_Inventory.Weapon_M4A1_Rifle_Mod
[AGP_Inventory.Weapon_M4A1_Rifle_Mod]
CurrentIndex=0
Slot_0_(0)=AGP_Inventory.WeaponMod_Acog4x
Slot_1_(0)=AGP_Inventory.WeaponMod_HeatShield
Slot_2_(0)=AGP_Inventory.WeaponMod_HeatShield
Slot_3_(0)=AGP_Inventory.WeaponMod_HeatShield
Slot_4_(0)=AGP_Inventory.WeaponMod_M203_Gren
Slot_5_(0)=AGP_Inventory.WeaponMod_M4qd_Suppressor
IndexName(0)=Set 1
Some of the classes in AGP_Inventory from UTPT
WeaponMod_Vintorez_Scope
WeaponMod_VariX_Scope
well anyway i really don't have time to check it all out...
M8 this ain't McDonalds.
I there a way I could get and auto AT4 using devmode commands? I know this would only work in single player but it would be cool simulating an airstrike or the like. Or any other gun firing rockets. Also how can you get a saw firing 203s? Just saw a ss of it.
ty
Rokes
30th July 2004, 05:40
Does anybody have a solution to my bullet spread and need for reduced bullet spread?
temp2
30th July 2004, 05:56
Full list of 2.1 mpcheat classes:
Outer.ScreenPrint("Type "Class X" where classes are R, AR, G, S, RCT, AK, SL, S24, SVD, AK74, M4A1, M4A1Auto, GP, RPK, MOS, D");
return;
case "AR":
case "AutomaticRifleman":
sclass_name = "AGP_Characters.ClassAutomaticRifleman";
break;
case "R":
case "Rifleman":
sclass_name = "AGP_Characters.ClassRifleman";
break;
case "RCT":
case "Recruit":
sclass_name = "AGP_Characters.ClassRecruit";
break;
case "AK":
case "RiflemanAK":
sclass_name = "AGP_Characters.ClassRiflemanAK";
break;
case "G":
case "Grenadier":
sclass_name = "AGP_Characters.ClassGrenadier";
break;
case "S":
case "Sniper":
sclass_name = "AGP_Characters.ClassSniper";
break;
case "S24":
case "Sniper24":
sclass_name = "AGP_Characters.ClassSniper24_US";
break;
case "SVD":
case "SniperSVD":
sclass_name = "AGP_Characters.ClassSniperSVD";
break;
case "AK74":
case "AK74su":
sclass_name = "AGP_Characters.ClassRiflemanAK74su";
break;
case "M":
case "M4A1":
sclass_name = "AGP_Characters.ClassRiflemanM4A1AutoIron";
break;
case "MA":
case "M4A1Auto":
sclass_name = "AGP_Characters.ClassRiflemanM4A1Auto";
break;
case "GP":
sclass_name = "AGP_Characters.ClassGrenadierGP30_Op";
break;
case "RPK":
sclass_name = "AGP_Characters.ClassAutomaticRiflemanRPK";
break;
case "Mos":
sclass_name = "AGP_Characters.ClassSniperMos";
break;
case "B":
sclass_name = "AGP_Characters.ClassBreacher";
break;
case "RPG":
sclass_name = "AGP_Characters.ClassRPG";
break;
case "AT4":
sclass_name = "AGP_Characters.ClassAT4Rocket";
break;
case "M4M":
sclass_name = "AGP_Characters.ClassRiflemanM4A1Mod";
break;
case "SF":
sclass_name = "AGP_Characters.ClassSF";
break;
case "M9":
sclass_name = "AGP_Characters.ClassPistol";
break;
case "SPR":
sclass_name = "AGP_Characters.ClassSFSniper";
break;
case "V":
sclass_name = "AGP_Characters.ClassGuerrillaSniper";
break;
case "D":
sclass_name = "AGP_Characters.ClassDemolitions";
if ( Left(cheat,6) == "SILENT" )
{
cheat = strip(cheat,6);
Level.Game.Broadcast(self,"Activated a multiplayer cheat: " $ cheat,'cheat');
}
if ( IsArgument(cheat,"GHOST") )
{
MPCheat_EnterGhostMode();
goto JL0415;
if ( IsArgument(cheat,"WALK") )
{
MPCheat_Walk();
goto JL0415;
if ( IsArgument(cheat,"GOD") )
{
MPCheat_God();
goto JL0415;
if ( IsArgument(cheat,"ENDGAME") )
{
MPCheat_EndGame();
if ( IsArgument(cheat,"FLOOD") )
{
MPCheat_Flood();
if ( IsArgument(cheat,"NVG") )
{
MPCheat_NVG();
if ( IsArgument(cheat,"ACTORLIST") )
{
MPCheat_ActorList();
if ( IsArgument(cheat,"DACTORLIST") )
{
MPCheat_DActorList();
if ( IsArgument(cheat,"BINOC",Option) )
{
MPCheat_Binoc(byte(Option));
if ( IsArgument(cheat,"MEDIC",Option) )
{
MPCheat_Medic(int(Option));
goto JL0415;
if ( IsArgument(cheat,"PAUSE",Option) )
{
MPCheat_Pause(bool(Option));
if ( IsArgument(cheat,"SLOMO",Option) )
{
MPCheat_Slomo(float(Option));
goto JL0415;
if ( IsArgument(cheat,"FREECAMERA",Option) )
{
MPCheat_FreeCamera(bool(Option));
if ( IsArgument(cheat,"BEHINDVIEW",Option) )
{
MPCheat_Behindview(bool(Option));
if ( IsArgument(cheat,"CHANGECLASS",Option) )
{
MPCheat_ChangeClass(Option);
if ( IsArgument(cheat,"CLASS",Option) )
{
MPCheat_ChangeClass(Option);
if ( IsArgument(cheat,"PARAMS",Option) )
{
MPCheat_Params(Option);
if ( IsArgument(cheat,"PLAYERLOCK",Option) )
{
MPCheat_PlayerLock(bool(Option));
if ( IsArgument(cheat,"SCENEJUMP",Option) )
{
MPCheat_SceneJump(Option);
if ( IsArgument(cheat,"FOV",Option) )
{
MPCheat_FOV(float(Option));
IsArgument(params,"DEADGAME",Option);
AGP_GameInfo(Level.Game).bDeadGame = bool(Option);
goto JL01FD;
if ( IsArgument(params,"NOINV",Option) )
{
AGP_GameInfo(Level.Game).bNoInventory = bool(Option);
if ( IsArgument(params,"NOFADE",Option) )
{
bCheatNoFade = bool(Option);
if ( IsArgument(params,"VERBOSE",Option) )
{
bCheatVerbose = bool(Option);
if ( IsArgument(params,"SWAP",Option) )
{
bDebugSwapPickups = bool(Option);
if ( IsArgument(params,"AIM",Option) )
{
bPerfectAccuracy = bool(Option);
if ( IsArgument(params,"AMMO",Option) )
{
bUnlimitedAmmo = bool(Option);
if ( IsArgument(params,"PENALTY",Option) )
{
bNoWeaponPenalty = bool(Option);
if ( IsArgument(params,"NATIVE",Option) )
{
bNativeBonus = bool(Option);
DebugLog(3,"HumanController::MPCheat_Params() Unknown parameters " $ params,True);
AGP_Pawn(Outer.Pawn).TeamClass = Outer.Spawn(sclass,AGP_Pawn(Outer.Pawn));
AGP_Pawn(Outer.Pawn).TeamClass.adjustAttributes(La stClass);
AGP_Pawn(Outer.Pawn).EmptyInventory();
AGP_Pawn(Outer.Pawn).TeamClass.addClassInventory() ;
Outer.Pawn.Controller.TeamClassClass = sclass;
And some tinkerings :-)
;525.0
set AGP_Character BaseMovementrate 1050.0
;60
set AGP_Character fCrouchSpeed 120.0
;100
set AGP_Character fFastCrouchSpeed 200.0
;68
set AGP_Character fHCrawlSpeed 136.0
;25
set AGP_Character fLCrawlSpeed 50.0
;50
set AGP_Character fMantleSpeed 100.0
;64
set AGP_Character fMaxGrabHeight 120.0
;1.5
set AGP_Character fRollTime .5
;220
set AGP_Character fRunSpeed 440
;1.5
set AGP_Character fSprintMod 1
;20
set AGP_Character fStrength 40
;120
set AGP_Character fWalkSpeed 240
;90
set AGP_Character GroundSpeed 180
;100
set AGP_Character Health 999
;400
set AGP_Character JumpZ 800
;200
set AGP_Character LadderSpeed 400
;4
set AGP_Character LeanSpeed 8
;300
set AGP_Character WaterSpeed 600
;750
set AGP_Character MaxFallSpeed 1000
;128
set AGP_Character TargetDistance 6000
;1024
set AGP_Character fGrenadeAwareDistance 6000
;1500
set AGP_Character fVisionDistance 6000
;22
set AGP_Character CollisionRadius 11
;50
set AGP_Character CollisionHeight 25
;.6
set AGP_Character fRunSidePct 1
;.83
set AGP_Character fWalkRearPct 1
;.83
set AGP_Character WalkingPct 1
set AGP_Character SkinColor SKINCOLOR_Latino
set AGP_Character bAutoFire True
set AGP_Character bSpecialHUD True
set AGP_Character CE_ActivityPenalty 0
set AGP_Character CE_InjuryPenalty 0
set AGP_Character CE_MovementPenalty 0
set AGP_Character CE_PanicPenalty 0
set AGP_Character CE_PosturePenalty 0
set AGP_Character CE_RecoveryPenalty 0
set AGP_Character CrouchRadius 1
set AGP_Character ExtendedRadius 1
set AGP_Character ProneRadius 1
;100
set AGP_Character NetUpdateFrequency 260
Could you pm me with a way to reduce the spread on the gun? I tried using the increased zoom but it doesn't work. The zoom works but the bullet spread still stays essentially the same. I don't have a clue as to how to fix this.
User the M82 techniques I posted on this thread. Annoy your team mates with an automatic sniper rifle, no bullet spread and empties the magazine in one press of the trigger.
I know this guy named [anon] who used to be in [anon] and he says he got all the commands from a dev who is friends with is brother(it is true) but he won't give them to me.
The commands do exists. The are in the Cheater class of AGP.u. They are quite useful to see what techniques are possible but many don’t work in MP. Get UTPT and look for yourself. Here are couple of bolleans you could play with:
bFriendlyFireOff
bInvisible
weedb0x
30th July 2004, 06:54
Would those tinkerings to change speed and such work in MP?
temp2
30th July 2004, 07:00
Would those tinkerings to change speed and such work in MP?
We won't know until you try it and report back.
thrasher
30th July 2004, 07:19
I there a way I could get and auto AT4 using devmode commands? I know this would only work in single player but it would be cool simulating an airstrike or the like. Or any other gun firing rockets. Also how can you get a saw firing 203s? Just saw a ss of it.
ty
go to windowed mode (not full screen)
open your map for single player.
type "mpcheat changeclass at4"
type "mpcheat changeclass ar"
type "editdefault class=weapon_m249_saw"
a new window will open with tonz of options
go down to none and click it to expand
go to _ammoclips and enter 200 for the first 2 0r 3
go to ammoname and select the one that says at4 rocket in the line
close the box
type "mpcheat changeclass ar"
you should now have an m249 saw with 200 rockets and a few xtra mags
the process is the same for the 40mm grenades except you do not have to changeclass to the at4 first and under ammoname u choose 40mm nades instead
I wish this worked in servers...this would blow pplz minds
you must follow the instructions EXACTLY for this to work. It is kinda fun tho neway.
weedb0x
30th July 2004, 09:12
Hey Temp2, them tinkerings only work in SP :( Not in MP for some gay reason
thrasher
30th July 2004, 13:03
hey hey post that screenie :D
Here are a few pix...follow my tutorial to try it ur self...its pretty cool.
temp2
31st July 2004, 05:48
Been tinkerings with other weapon mods; the most interesting of which seems to be the Laser. It looks like most if not all of the code is there to make it work however I have not managed yet. Attaching the LaserProjector causes the game to crash if you pick up a modded weapon.
;Insight Technology AN/PEQ-5 Laser Aiming Module
setmod 2 agp_inventory.weaponmod_anpeq5_laser
set WeaponMod_anpeq5_laser FillExtraSlot 1
set WeaponMod_anpeq5_laser bLaseron True
set WeaponMod_anpeq5_laser modname AN/PEQ5 Laser
;set WeaponMod_anpeq5_laser laser Class'AGP.LaserProjector'
set WeaponMod_anpeq5_laser NonLaserMesh SkeletalMesh'A-USMods.anpeq5_off'
set WeaponMod_anpeq5_laser WithLaserMesh SkeletalMesh'A-USMods.anpeq5'
;set LaserProjector bIsOn True
; AN/PVS-10 Night Vision Sniperscope for the M24 Sniper Rifle
setmod 0 agp_inventory.weaponmod_anpvs10_sight
set WeaponMod_anpvs10_sight FillExtraSlot 1
set WeaponMod_anpvs10_sight modname AN/PVS-10 Sniperscope
; VLI Tactical Illuminator
setmod 3 agp_inventory.weaponmod_vliflashLight
set WeaponMod_vliFlashLight modname VLI Light
set WeaponMod_vliFlashLight FillExtraSlot 1
I’m concentrating on the UIHUD_Radar in AGP_UI.u now which again seems mostly there. Here’s the backdrop to the Mountain Pass SE display.
However AGP.HUDFrame.Create() does not mention UIHUD_Radar it mentions AGP.HUDDebugCE though which can be activated with:
set AGP_HUD bShowDebugCE True
The headings are:
Label = "P";
fValue = P.CE_PosturePenalty;
Label = "H";
fValue = P.CE_InjuryPenalty;
Label = "L";
fValue = P.CE_LeaderBonus;
Label = "W";
fValue = P.CE_WeaponBonus;
Label = "M";
fValue = P.CE_MovementPenalty;
Label = "A";
fValue = P.CE_ActivityPenalty;
Label = "P";
fValue = P.CE_PanicPenalty;
Label = "S";
fValue = P.CE_RecoveryPenalty;
Label = "T";
fValue = P.CE_MeterValue;
temp2
31st July 2004, 08:30
Wonder what this does?
;15
set LineOfSightTrigger MaxViewAngle 30
;3000
set LineOfSightTrigger MaxViewDist 6000
Lagging because too many shell casings are flying around?
set Shell_127mm_Emitter ShellStaticMesh None
set Shell_127mm_Emitter ShellDrawScale (X=0,Y=0,Z=0)
set Shell_40mm_Emitter ShellStaticMesh None
set Shell_40mm_Emitter ShellDrawScale (X=0,Y=0,Z=0)
set Shell_556mm_Emitter ShellStaticMesh None
set Shell_556mm_Emitter ShellDrawScale (X=0,Y=0,Z=0)
set Shell_556mmLink_Emitter ShellStaticMesh None
set Shell_556mmLink_Emitter ShellDrawScale (X=0,Y=0,Z=0)
set Shell_762mm_Emitter ShellStaticMesh None
set Shell_762mm_Emitter ShellDrawScale (X=0,Y=0,Z=0)
set Shell_762x51mm_Emitter ShellStaticMesh None
set Shell_762x51mm_Emitter ShellDrawScale (X=0,Y=0,Z=0)
set Shell_762x54mm_Emitter ShellStaticMesh None
set Shell_762x54mm_Emitter ShellDrawScale (X=0,Y=0,Z=0)
set Shell_9mm_BS1_Emitter ShellStaticMesh None
set Shell_9mm_BS1_Emitter ShellDrawScale (X=0,Y=0,Z=0)
set Shell_9mm_Emitter ShellStaticMesh None
set Shell_9mm_Emitter ShellDrawScale (X=0,Y=0,Z=0)
set Shell_9x39_Emitter ShellStaticMesh None
set Shell_9x39_Emitter ShellDrawScale (X=0,Y=0,Z=0)
Don't like the M203 smoke?
;set em_bt_grenexplosion Emitters (MeshEmitter'AGP_Effects.em_bt_grenexplosion.MeshE mitter11',SpriteEmitter'AGP_Effects.em_bt_grenexpl osion.SpriteEmitter12',SpriteEmitter'AGP_Effects.e m_bt_grenexplosion.SpriteEmitter17',SpriteEmitter' AGP_Effects.em_bt_grenexplosion.SpriteEmitter14',S priteEmitter'AGP_Effects.em_bt_grenexplosion.Sprit eEmitter8',SpriteEmitter'AGP_Effects.em_bt_grenexp losion.SpriteEmitter13',SpriteEmitter'AGP_Effects. em_bt_grenexplosion.SpriteEmitter9',SpriteEmitter' AGP_Effects.em_bt_grenexplosion.SpriteEmitter10',S priteEmitter'AGP_Effects.em_bt_grenexplosion.Sprit eEmitter16')
set em_bt_grenexplosion Emitters (MeshEmitter'None',SpriteEmitter'None',SpriteEmitt er'None',SpriteEmitter'None',SpriteEmitter'None',S priteEmitter'None',SpriteEmitter'None',SpriteEmitt er'None',SpriteEmitter'None')
get em_bt_grenexplosion Emitters
Sprinter You?
Server side my ass. I now appear have a working speed hack (about 10% faster than other players). AA:O works to a .1 second / 100ms internal tick which is also the net update frequency of all the objects. You will find the code you need earlier on this thread. It’s actually a small part of what I have already published and was thought not to work because it is the opposite of what it should be. Nuff said. If you can’t work it out you don't deserve it.
LOCALACCT
31st July 2004, 15:29
Click Here!!! Has Been Fixed! (http://mihopahost.com/users/jonas187/) Ok for all you noobs here is a kool kat place i made that has every program you need for devmode
Edit: sorry forgot about that my freinds ill fix it then repost the link ok?
P.S. Sorry Barry was not intentional
doomfx
31st July 2004, 16:20
The commands do exists. The are in the Cheater class of AGP.u. They are quite useful to see what techniques are possible but many don’t work in MP. Get UTPT and look for yourself. Here are couple of bolleans you could play with:
bFriendlyFireOff
bInvisible
personally i think the line should be drawn here people, and i mainly say this because i want to see devmode outlive other hacks because it is fantastic yet "no friendly fire" and invisibilty" in multiplayer can really be a danger because people may first shoot u by accident in the one round and start to wonder why you arnt bleeding or anything , so then they may have a nother go the next round and shoot you in the head, and again you are at perfect health and then third round shoot u with an rpg lol and your still alive its too risky and then people will no for sure that sumthin dodgy is going on, or "invisible" a guy walks a bullets fly at him from nowhere lol
i think devmode has great possibilities and your additions are cool ( ive added them to my file :) ) but i beg you people DONT make us invisible or turn friendly fire off its for the good of the hack and for our own good,.
thx p.s how do i add the code from the above post? do i paste it anywhere in the txt file? or under a certain "mp cheat class"
temp2
31st July 2004, 16:29
It's a wierd effect when you get it working, and has got me shot in the back by my "teamates". It also does not seem to work all the time as sometimes you run really slow. When it works you appear to storm ahead for a while. Very random.
I think the randomness is a function of the fact that timings are not synchronised anymore between client and server. Good news is I have not had any more server crashes so that may not be a problem. Your ping also seems to be reported as better than it really is.
Anyone want some more radar maps?
doomfx
31st July 2004, 16:32
temp where exactly do i place this :
Code:
;525.0
set AGP_Character BaseMovementrate 1050.0
;60
set AGP_Character fCrouchSpeed 120.0
;100
set AGP_Character fFastCrouchSpeed 200.0
;68
set AGP_Character fHCrawlSpeed 136.0
;25
and the rest of it ? is it at the end of the devmode txt?
which loks like this :
MPCheat Class V
set Weapon_Vintorez_SNIPER _cScopeClass Class'AGP_Inventory.ScopeW_M24_Sniper'
set Weapon_Vintorez_SNIPER _fHitNoise 1
set Weapon_Vintorez_SNIPER bWpnAccuracy False
set Weapon_Vintorez_SNIPER bWpnRecoil False
set Weapon_Vintorez_SNIPER FireAdjust 180000
set Weapon_Vintorez_SNIPER iMisFire 0
set Weapon_Vintorez_SNIPER OutDoorSingleFire Sound'S-WeaponsUS.m4a1.WeaponsUS_m4a1_suppressed_outdoorfi re'
set Weapon_Vintorez_SNIPER ProneReloadEmptyAnim Fire
set Weapon_Vintorez_SNIPER ProneReloadFullAnim Fire
set Weapon_Vintorez_SNIPER ReloadEmptyAnim Fire
set Weapon_Vintorez_SNIPER ReloadFullAnim Fire
set Weapon_Vintorez_SNIPER rSupportedLimit (Pitch=16380,Yaw=65000)
set Weapon_Vintorez_SNIPER SingleFire Sound'S-WeaponsUS.m4a1.WeaponsUS_m4a1_suppressed_indoorfir e'
devmode 0
where bouts do i place the code so it works
thx .ps a radar map of WC and hospital would be nice:)
temp2
31st July 2004, 16:37
temp where exactly do i place this :
Dude like I said I just shine the light upon the path.
Some of the classes you want to tinker with not in memory?
Play a vanilla round then exec an exec:
disconnect
exec mytweaks
reconnect
User.ini's
Does the format of user.ini ring any bells? Did the [dev]'s say they would never check there?
[AGP.HumanController]
EnemyTurnSpeed=45000
OpFace=Soldier_FACE_Opfor_Mask_001
InputClass=Class'Engine.PlayerInput'
bAutoWalkZoom=True
ScopeDetail=SCOPEDETAIL_Normal
doomfx
31st July 2004, 16:48
okay i simply placed it after that last mpcheat class before devmode 0 , it seems to work in single player but just wondering would any one know how it looks to people when i run fast?
Hansi Walters
31st July 2004, 17:46
hehe, i used only the norecoil, played 22:2 on hospital - too sad i got kicked :angry:
how to increase pistols rate of fire?
temp2
1st August 2004, 04:48
hehe, i used only the norecoil, played 22:2 on hospital - too sad i got kicked :angry:
how to increase pistols rate of fire?
Try tinkering with Weapon_M9_Pistol I have heard reports that it is one of the most accurate weapons in the game.
Not happy with where your weapon mod (M203, etc.) is on your weapon (M4, etc.)?
Check out the ValidSlot array for the WeaponMod_
Think I have figured out whats going on with the speed hack and believe it depends upon early arrival of packets from the server. It's proving difficult to test so I may have to set a LAN server.
Insurgent Camp's Radar Map
noob-cheater
1st August 2004, 04:55
Try tinkering with Weapon_M9_Pistol I have heard reports that it is one of the most accurate weapons in the game.
Not happy with where your weapon mod (M203, etc.) is on your weapon (M4, etc.)?
Check out the ValidSlot array for the WeaponMod_
Think I have figured out whats going on with the speed hack and believe it depends upon early arrival of packets from the server. It's proving difficult to test so I may have to set a LAN server.
Insurgent Camp's Radar Map
the map u attached!! will it be displayed on ur screen like an radar hack?! if so...where do i put it!
if not?! what is it for and what he does?!
temp2
1st August 2004, 05:02
the map u attached!! will it be displayed on ur screen like an radar hack?!
Yep. Currently the AGP_UI.UIHudRadar hack only works with AAOM like modifications to AGP.u. I'm thinking of working on a little class wrapper though.
Here's Radio Tower's
temp2
1st August 2004, 05:18
Ohhh, so this doens't work whit devmode
Never say never. AA:O is so complex that it may be the right proverbial button has not been pressed yet. That said I know here it should be initialised and it is not mentioned there. My guess is that it was developed, tested and is currently commented out. I think it will be much more useful on the larger maps with vehicles :-).
Does anyone have the Unreal Version 2110 unreal developers kit lying around (or know a link for it?). I have Version 2226
temp2
1st August 2004, 14:24
Now I hope the devs don't take it out with their next patch. lol
Cheers m8.
It’s kind of irrelevant whether the [dev]s take devmode 1 out next patch. All devmode did was allow you to set the default values of class properties. There are actually 2 other working techniques I know for doing this.
The ever-zealous admin community is however working on a tweak detection utility that will detect all my current methods, but it can’t work for all tweaks.
What’s great about devmode is that it gets loads of people understanding the game code, and appreciating the power of the engine hack ready for the next stage which is either:
Sticking a class wrappers on the games classes and taking control of the game entirely. I mean entirely. In such a system an aimbot, skinhack and radar constitute about 50 lines of code, yep it really is that simple folk once you know the classes, how they interrelate their properties and methods.
Direct, dynamic, knowledgeable process memory alteration. i.e. a memory modifier that knows Unreal object data structures, kind of like udebugger. This would take some time but be very useful as it would allow total control of all Unreal games.
A Class Wrapper
class MyClass extends AAO_Class;
var PlayerController MyController;
function Instantiate ()
{
local MyClass BotObject;
Super.Instantiate();
MyController = PlayerOwner();
if ( MyController != None )
{
BotObject = InstantiateMyBot();
}
}
Following thanks to HeliOs
function AimBot(Canvas Canvas)
{
local Pawn Target;
local Pawn BestTarget;
foreach Me.Level.DynamicActors(Class'Pawn', Target)
{
if ( ValidTarget(Target) )
{
if ( bAutoAim )
{
if ( GoodWeapon() && IsEnemy(Target) && PlayerVisible(Target) )
{
BestTarget = GetBestTarget(BestTarget, Target);
}
}
}
}
if ( BestTarget != None )
{
SetMyRotation(BestTarget);
if ( bAutoFire )
{
FireMyWeapon();
}
}
else
{
StopMyWeapon();
}
}
Lord Havoc
1st August 2004, 17:00
About the Rate Of Fire, I think its too much of a give away. Today I was playing hospital. This guy who was on the server was getting owned by the escort team, so he leaves and comes back, obviously with devmode on. He then starts shoots people in what sounds like one shot, but hes actually unloading the whole clip into them, dead give away. Then he starts shooting people while the reload animation was going, another give away. Then 2 private admins (this is on an official server, so they have no power here, though they claimed they got paid to admin AA, prolly BS) i think it was NLK and ICE pointed it out to the whole server, stated they were recording the game and said they would foward it to the devs. This guy who was cheating continued to cheat wrecklessly (though the sad part was that he kept getting killed in cqb with devmode on) and give himself away. After, the two private admins said they were leaving and were fowarding the recording to the devs and posting it on the web for all to see what the cheat was like. They gave the link, I went to see it right after, and low and behold, it was all too obvious he was cheating. It was some kind of anti-cheat site, I'll try find it for you guys to see if you want.
Personally, I don't think the guy will get into any trouble since devmode is a built in feature, but those two fags seem to educate the public gamers on how to spot cheaters well. I just think that people should lay off of the ROF thing cuz its just too obvious.
EDIT:
Damn, these two guys are menaces. I was playing hospital for less than half an hour (thats after I posted this and after the other server I was playing in) with devmode, NLK and ICE show up and accuse me of cheating because my bullets were traveling straight with no recoil or correction what so ever. It didnt help that I was owning everyone in CQB either. They also accused another guy of cheating as well. They said they would post our videos on their stupid site and initiated a vote kick. For some wierd reason, the people in the server believed them and kicked the both of us. I hate these guys, they seem good.
But I'm still going to use devmode, they catch me and get the players to kick me, oh wow, i got kicked O.O . I'll just join a different server and wreak havoc on that server. Honor is nothing, its easy to get if you play high scoring maps like RB, pipe, or Hostpital. Screw em all.
Rapid
1st August 2004, 20:24
ok found something new...
set AGP.AGP_Checker MD5 false
set AGP.AGP_Checker MD5 0
set AGP.AGP_Checker MD5 disable
set AGP.AGP_Checker MD5type false
set AGP.AGP_Checker MD5type 0
set AGP.AGP_Checker MD5type disable
C3550 > MD5
4FAEB
4FAF6
>>>>>>>>>>> AAOM Offsets
3BF85 > MD5type
3Bf90
C3540
NOT SURE OF THESE WORKS DIDNT TRY IT YET IT's UP TO YOU
JohnBLucky
1st August 2004, 20:32
-=rapid=-
I don't think AAO uses the built in UT md5 scans. If it did, they'd more then likely catch AAOM hacks on start up. I know that some of the games built on UT use it however, as I've even seen a hack which fakes all the checksums that get scanned on startup for UT. Neat piece of coding over at UC if you want to look at it.
ah heck, here, I'll upload it for anyone interested :)
Rapid
1st August 2004, 20:50
could be :) be any way you can always try ;)
// edit
i've tryed to make that md5 hack work with AAO but i give a error and aao wont start :(
so anybody who knows much more about it than me make it work ^^ i only have changed ut2003.ini to armyops.ini cause the other things doesnt need to change thought / same as aao but probaly it isnt :(
temp2
2nd August 2004, 02:37
temp2 does that wrapper already works if not i will take a big look to it ;)
The wrapper is just an example. What we need is ucc for 2110. I believe aaocrypt and WOTgreal Exporter should deliver the class data needed to subclass. WOTgreal Exporter allows the exportation of classes, meshes, textures and sounds from within an unencrypted .u* file without the need of ucc.exe or UnrealEd. I think ucc for 2110 is in AA:O 1.6 if not I will get it from Devastation, Dead Man's Hand or Unreal Tournament 2003 (have to find the early version not 2166).
If you want aaocrypt ask. WOTgreal is here http://www.wotgreal.com/
About the Rate Of Fire, I think its too much of a give away. Today I was playing hospital.
Go into your tweak file and change the rate then! Me I like a random number somewhere around 5000.
The 0 second reload is very useful for tight situations when people probably won't notice.
The auto or burst sniper rifles get you in lots of trouble every time you use it. I tried to make mine switchable - single / burst but have not spent enough time sorting that out.
-=rapid=-
I don't think AAO uses the built in UT md5 scans. If it did, they'd more then likely catch AAOM hacks on start up.
We must also remember the difference between AA:O scans and PunkBuster scans. I think the MD5 system in AA:O is a hangover from when they tried to stop cheating and failed. We might see it come back though when they port the game to Unreal Engine 2.5. That is if AA:O use utpure, etc. From what I have head however PB is far more hard-core than utpure so I doubt it.
Remember also you can only md5 that which you know about...
EDIT: ucc is not on AA:O 1.6. WOTgreal Exporter is clearly based upon UTPT source so can't bulk export decompiled classes.
doomfx
2nd August 2004, 19:18
my rpk has stoped fireing with a fast rate , it used to go as quick as the other weapons and so did the Ar but now they do not fire fast anymore, i havent changed the txt file , i even downloaded it again and replace my old one but the rpk stil fires slow , but reloads fast :( any one know why
Dawgster
2nd August 2004, 20:23
They both have different settings.
Nopiw
2nd August 2004, 20:25
my rpk has stoped fireing with a fast rate , it used to go as quick as the other weapons and so did the Ar but now they do not fire fast anymore, i havent changed the txt file , i even downloaded it again and replace my old one but the rpk stil fires slow , but reloads fast :( any one know why
which one R U using?
the command that makes it fire fast is:
set Weapon_RPK_SAW FireAdjust ***
there is no ";" befor it !
edit: can I replace a attached file ? So I dont loose views...
Ganondorf
3rd August 2004, 01:46
I put the file Complete4A on system folder.....i rename this file: hooah.txt....but on console i write: Exec hooah.txt but not succeed nothing O.O
Cowboy[Texas]
3rd August 2004, 01:49
Did you exec it BEFORE going into a map / server ? If so... then you should have heard a bunch of gun / reload sounds (which means it is loaded and is working).
noob-cheater
3rd August 2004, 02:42
I put the file Complete4A on system folder.....i rename this file: hooah.txt....but on console i write: Exec hooah.txt but not succeed nothing O.O
when the game starts up press 2 times 'Esc' and you should see the soldiers creed screen, then you should type exec hooah.txt and like cowboy said 'do it before you joined a map/server'...
Rokes
3rd August 2004, 04:24
I have been gone for the weekend and I am wondering if anybody has found out how to reduce the bullet dispersion because I've tried and I'm stumped.
EDIT: I don't know if it would help with the m16 but does anybody know how I could simply increase the zoom of the iron sights instead of putting a scope on it and increasing the zoom of the scope?
temp2
3rd August 2004, 04:55
I have been gone for the weekend and I am wondering if anybody has found out how to reduce the bullet dispersion because I've tried and I'm stumped.
I think the only functional way is to select a weapon with a low spread. Either the server or the client are updating shake values.
EDIT: I don't know if it would help with the m16 but does anybody know how I could simply increase the zoom of the iron sights instead of putting a scope on it and increasing the zoom of the scope?
I think you can do that, check out the FOV values for the weapon. If you notice with no reload animation sometimes you are left with a zoomed weapon with iron sights. This is the Weapons Zoom FOV not the Scope FOV. You can then unzoom and be at the original Weapons FOV.
I have noticed that Weapon Zoom FOV and FOV are different for Weapons. I bet they were used before scopes became prevalent for most weapons.
Rokes
3rd August 2004, 06:23
Do you know the command line to edit the zoom of the iron sights on the m16?
doomfx
3rd August 2004, 13:58
i have set Weapon_RPK_SAW FireAdjust 180000
like other weapins but it still fires normally not like before.
temp2
3rd August 2004, 16:07
Do you know the command line to edit the zoom of the iron sights on the m16?
Try messing with some of these for the M16, etc.
set Weapon_M4A1_RIFLE_MOD DisplayFOV 50.0
set Weapon_M4A1_RIFLE_MOD fZoomAnimFOV 50.0
set Weapon_M4A1_RIFLE_MOD AuxfZoomAnimFOV 50.0
set StudentController DesiredFOV 80
set StudentController DefaultFOV 80
set StudentController FOVAngle 80
set ScopeW_ACOG_4X fPreZoomFOV 50.0
set ScopeW_ACOG_4X iZoomFOV 50.0
set ScopeW_ACOG_4X aZoomFOV (50.0,25)
set ScopeW_ACOG_4X bUseScopeWeaponFOV False
set ScopeW_ACOG_4X ScopeZoomAnimFOV 50
Nopiw
3rd August 2004, 16:10
quite active thread.
good work again temp2... :P
can someone anser my qestion PLZ:
"can I replace a attached file ? So I dont loose views..."
Rokes
3rd August 2004, 19:14
I have tried putting this line in but it does not have any effect.
set Weapon_M16A2_RIFLE aZoomFOV (4)
set Weapon_m16a2_RIFLE AuxfZoomAnimFOV 50.0
set Weapon_m16a2_RIFLE fZoomAnimFOV 50.0
set Weapon_M16A2_RIFLE AuxfZoomAnimFOV 50.0
EDIT: I tried changing all those values to six and inserted this at the start:
set StudentController DesiredFOV (6)
set StudentController DefaultFOV (6)
set StudentController FOVAngle (6)
Now when I load the weapon on a server the magnification doesn't change but when I zoom it I get a zoomed in what appears to be m4 sights (too fast to see) for a very very short period of time. Maybe I should remove one of those lines to fix that so I see the zoomed one?
Rokes
3rd August 2004, 20:41
Well I've tried experimenting with those lines and I can't figure out which lines makes it try and be zoomed but not be able to. If I comment all of those lines out the attempt at zoom goes away. I wish I knew which one was overriding the zoom. I don't think its the server but I might be mistaken.
EDIT: It appears to be this line that is attempting to increase the zoom.
set Weapon_m16a2_RIFLE fZoomAnimFOV (6)
But there is something else that is overriding that line that is not one of the six lines that I tried before as I have commented them all out.
JohnBLucky
4th August 2004, 00:23
There's no need to triple post Rokes. The command you posted looks right though, "set weapon_m16a2_rifle fZoomAnimFOV (6)". You're entering the command without the ()'s right? I hadn't looked into the command that much myself, but I'm sure there's some who have. Previously with AAOM we were just editing a hex value in the ScopeW_ whatever objects, so maybe you're not in the right place. Perhaps try changing the field of view on the actual scope. For instance, an m16a2 normally uses the iron sights scope:
set ScopeW_M16A2_Rifle fZoomAnimFOV 6
Clipse3GT
4th August 2004, 01:56
I have a quick question if anyone wants to answer this, I was making a version of Devmod for personal/experimental usage. The point is that when I have constructed a file with a large amount of weapons, with no smoke, and FS nightvision. The night vision does not always fuction correctly. When the file is smaller with less weaponry options it seems to function just fine. Anyone have any clue what gives? I used the 1.2V of Devmode as the base, because it seemed to function the best for me. Any ideas, thanks for all the replies in advance. Unless its some sort of file size limit I cross that it dosent want to function correctly. BTW, does it make a difference if the file is .INI or .TXT?
importdrinker
4th August 2004, 02:34
it depends on the map as to which options work.......
u can use any file extension for the file...it execs all files the same....
killer_a-5
4th August 2004, 03:57
ok i have a question, but is anyone getting the perfect accuricy to work on bridge crossing with the m16? its my favorite map and it doesnt work, it really ticks me off.
noob-cheater
4th August 2004, 04:08
ok i have a question, but is anyone getting the perfect accuricy to work on bridge crossing with the m16? its my favorite map and it doesnt work, it really ticks me off.
well as i know, nobody couldn't getting working yet (some say they did:confused: ) .
it doens't work in MP on none of the maps, it only works in SP. :paranoid:
Rokes
4th August 2004, 05:25
Does anybody know how I can change this line so it actually changes the firing sound to the SPR suppressed?
set Weapon_M16A2_RIFLE OutDoorSingleFire Sound'S-WeaponsUS.SPR.WeaponsUS_SPR_suppressed_outdoorfire '
I am also still unable to zoom in my iron sights.
Super_Sniper
4th August 2004, 08:32
ITs a Good hack but i was acused of using it the day it came to public.... Every one knows about it and its gonna be the next banned hack.
JohnBLucky
4th August 2004, 08:53
SPR Silencer Sound:
Set Weapon_M16A2_RIFLE SingleFire Sound'S-WeaponsUS.spr.WeaponsUS_SPR_SuppressedIndoorFire'
Set Weapon_M16A2_RIFLE OutDoorSingleFire Sound'S-WeaponsUS.spr.WeaponsUS_SPR_SuppressedOutdoorFire'
I still haven't looked into upping zoom, but I guess I could. Also, -MC-General_MJ posted a neat command over at UC which may actually remove Jams. Now I haven't gotten a lot of testing, so this may not work, however, I did go through 42 full clips of ammo with an m16a2 on a MP server without a jam.
Set Weapon_M16A2_RIFLE bMisFire False
Lastly, of course everyone knows about devmode commands, I mean, everyone's using them. Cheaters, DEVs, AC's, etc, etc. Will it be detected? Who knows, but who cares. We're cheaters and this is what we do :)
Nopiw
4th August 2004, 09:22
Lastly, of course everyone knows about devmode commands, I mean, everyone's using them. Cheaters, DEVs, AC's, etc, etc. Will it be detected? Who knows, but who cares. We're cheaters and this is what we do :)
Yea.
btw its no hack. These R buid in commands.. the devs made them
and we just missuse them
temp2
4th August 2004, 12:19
Will it be detected? Who knows, but who cares. We're cheaters and this is what we do :)
Some will be detected and a 5 minute KICK given. Some will notever be detected without manual review of logs. I know people are working on this and what they are doing. I have explained how to mitigate yiur risk earlier on this thread
Yea.
btw its no hack. These R buid in commands.. the devs made them
and we just missuse them
The Unreal community call these tweaks. They are game tweaks nothing more. Fortunatly some of the things that can be tweaked have a dramatic effect.
Does anybody know what I should do?
Rokes you have a bad case of devmode addiction there m8 but nothing that a bit of time spent in the bowels of UTPT won't cure I'm sure.
russiansexpat
4th August 2004, 12:32
Render players and objects in game
Custom scope by the Filed Of Vision
Made SAW working
Credits to all people of this thread and http://www.unrealwiki.com
Special thanks to US Army and AA developers:
http://www.anekdot.ru/an/an0310/031017bi.jpg
:lam:
00kes
4th August 2004, 15:25
nice work with the saw the render thing is a bit crazy lol but good work :)
Nopiw
4th August 2004, 15:43
cracy devmode.
It jams my gp everytime i shoot and I get critical errors more often.
edit: but the sniper overlay on the saw worx (and high fire rate)
hmm. can U or someone else rewirte the nu commands in a more readable format?
Hansi Walters
4th August 2004, 19:08
good job!
"rend blend" kicks ass :)
Cowboy[Texas]
4th August 2004, 19:32
RUSSIAN... very nice work.
This rendering looks very similar to the old devmode code that some of us used back in 2.0.0... which was "show radii"
thanzig
4th August 2004, 21:26
Very nice work, Russian. Only thing I had to add was to take out the NVG overlay. But great job none the less.
Angel-UK
4th August 2004, 23:19
could some1 give me a link to the newest downloadable version of this please, hard to find which one is best in a 18 page thread :) one prob i had with one i got is thatthe standard rifle doesnt have perfect accuracy, when i have it on burst fire, or single the bullets dont all fire straight they go off in all directions so i can have the scope on the enemies head shoot a whole clip and nothing.lol.
JohnBLucky
5th August 2004, 00:04
Perfect Accuracy doesn't actually work currently, in any version of the downloadable DevMode command lists. Sorry to break your heart, hehehe. As for downloads, I suppose a recap wouldn't be to bad. I believe this list is Newest to Oldest.
RussianSexPat (http://www.mpcforum.com/attachment.php?attachmentid=1657)
Nopiw's DevMode 1.2 (http://www.mpcforum.com/attachment.php?attachmentid=1618)
JohnBLucky's Complete4 (http://www.mpcforum.com/attachment.php?attachmentid=1447)
Angel-UK
5th August 2004, 00:16
okay thanks for the info. ALSO.lol. one more thing, could you tell me how to make it so the gun doesnt sound like its suppressed? becuase other people hear the suppressed fire and accuse you of things....
Is there a way to change this?
Thanks
Nopiw
5th August 2004, 00:18
okay thanks for the info. ALSO.lol. one more thing, could you tell me how to make it so the gun doesnt sound like its suppressed? becuase other people hear the suppressed fire and accuse you of things....
Is there a way to change this?
Thanks
others wont hear it.
they will see and here the default settings.
JohnBLucky
5th August 2004, 00:18
The change in sound only affects you. No one else can hear you shooting a silenced gun, since that's server side. However, it's been reported that people can hear you shoot faster if you're using the higher rate of fire. The gun sounding silenced was added mearly because the normal sound of a gun firing that fast sounded really screwed up (client side only).
Clipse3GT
5th August 2004, 00:19
I have a quick question what some of the cvars do:
rend perbone ? useful in mp?
rend bone ? useful in mp?
rend blend ? useful in mp?
set Controller bPerfectAccuracy True ? useful in mp?
set PlayerController bPerfectAccuracy True ? useful in mp?
set StudentController bPerfectAccuracy True ? useful in mp?
eRof Rof_Auto? converts a semi/burst to automatic?
thanks for the help,
Nopiw
5th August 2004, 00:21
I have a quick question what some of the cvars do:
rend perbone ? useful in mp?
rend bone ? useful in mp?
rend blend ? useful in mp?
set Controller bPerfectAccuracy True ? useful in mp?
set PlayerController bPerfectAccuracy True ? useful in mp?
set StudentController bPerfectAccuracy True ? useful in mp?
eRof Rof_Auto? converts a semi/burst to automatic?
thanks for the help,
eRof Rof_Auto? converts a semi/burst to automatic
is the only usefull command.
bPerfectAccuracy is not working MP
and again I have to edit.
edit: Wow I'm damn quick
edit2: Clipse3GT If U read the "Editing Information" of my devmode U will see some values.
Clipse3GT
5th August 2004, 00:25
okay thanks :) just thought other players would hear it, im not using increased fire rate.
GOOD WORK GUYS
I noticed if you set the rate for most guns to 3, they sound normal, while giving you a higher rate of fire :D . the AR and RPK can be set at 4 for a ffaster firing rate. See how it pans out for you.
Thanks for the quick reply,
still wondering about these though, not sure why the russiansexpat put them in.
rend perbone ? useful in mp?
rend bone ? useful in mp?
rend blend ? useful in mp?
Rokes
5th August 2004, 00:34
Blend will surely crash your game because it puts wires on the guns and a whole bunch of them at that. Perbone and Bone are great for long distance because it puts green wires and stuff on the enemy but you have to deal with the wires on your guy too. Its better than playing with dayglow on a dark map. I bet it would kick ass on dark open maps like swamp raid and stuff. It would be great if somebody could wireframe the buildings because this could then be a player ESP.
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