View Full Version : Compiling *.u
nad0r
6th July 2005, 02:56
Well... here I go - I tried long and hard to figure out how to compile Uscripts. Can anyone point me in the right direction? I am not asking for code to rip or anything like that, I just want to learn how to create my own U scripts.
RuffianSoldier
6th July 2005, 03:37
I would first recomend getting SDK - there is a link to it on Unknown Cheats
Jurgis
6th July 2005, 05:23
heh i know sometimes people are too lazy to look for it....
nad0r
6th July 2005, 05:24
Thanks, ok I have SDK and what next?
RuffianSoldier
6th July 2005, 06:11
......go find a .u script tut.......
KizZamP-
6th July 2005, 09:58
http://k1zz3r.meckin.nl/hackmake.rar that's the link to something for on my site,it is the rvscompiler and the sdk and a folder with rr6game----classes-r6consoler.uc
| -MyInteraction.uc
----textures-all ur bmp's
p34c3
kkll70
6th July 2005, 16:04
which wat do i read ut scripts?
nad0r
7th July 2005, 06:16
[edited]-----------------------
jewbie
7th July 2005, 07:00
that didnt work did it......heh weird way of doing the classname
nad0r
7th July 2005, 07:08
It's from lr6game source.
RuffianSoldier
7th July 2005, 09:02
it doesnt work because its not in a post render :)
class r6god extends r6console config(xr6game);
var config bool bgod;
var config bool bBotActive;
var R6Pawn R6pawn;
Var Pawn Me;
event Tick (float Delta)
{
Super.Tick(Delta);
MyController = ViewportOwner.Actor;
me=mycontroller.pawn;
if ( MyInteraction == None )
{
MyInteraction = MyInteraction(MyController.Player.InteractionMaste r.AddInteraction("xR6Game.MyInteraction", MyController.Player));
MyInteraction.R6god = self;
}
}
function MyPostRender (Canvas Canvas)
{
if (!bBotActive || Me == None || Me.PlayerReplicationInfo == None)
{
Return;
}
if (bgod)
{
R6Pawn(me).ServerForceKillResult(10000);
R6Pawn(me).ServerForceStunResult(10000);
}
if (!bgod)
{
R6Pawn(me).ServerForceKillResult(0);
R6Pawn(me).ServerForceStunResult(0);
}
}
exec function xgod()
{
bgod = !bgod;
}
defaultproperties
{
bBotActive=true;
}
GLoGG
7th July 2005, 11:32
Godmode:
class r6god extends r6console config(xr6game);
var config bool god;
var R6Pawn R6pawn;
Var Pawn Me;
if (god)
{
R6pawn(me).ServerForceKillResult(10000);
R6pawn(me).ServerForceStunResult(10000);
}
if (!god)
{
R6pawn(me).ServerForceKillResult(0);
R6pawn(me).ServerForceStunResult(0);
}
exec function lgod()
god = !god;
}
defaultproperties
{
}
Lol like jewbie said...there's no way of getting the classname to work if u have it like that :P
class r6consolex extends r6console config(xr6game); -.- change to this
kkll70
7th July 2005, 15:28
how do u find the information to do the codes??
and where do i put the script
GLoGG
7th July 2005, 15:52
how do u find the information to do the codes??
and where do i put the script
learn how to uscript there are enough tut on this forums just use search button add me to msn if u want any help vectoz_90@hotmail.com
jewbie
7th July 2005, 16:31
well it could work its just a weird way of naming it....he'd have to have the class the same in myinteraction.uc
RuffianSoldier
7th July 2005, 18:08
^^
Exactly.
You need a myinteraction
kkll70
7th July 2005, 23:08
i have the following script but i dont know wat to put in myinteractions can u tel lme plz??
:::::
var config bool bperfectaim;
function MyPostRender (Canvas Canvas)
{
MyController = ViewportOwner.Actor;
Me = MyController.Pawn;
if (!bBotActive || MyController == None || Me == None)
{
Return;
}
Retlock(Me);
}
the function
function Retlock(Pawn Me)
{
if (bperfectaim)
Me.EngineWeapon.PerfectAim();
}
then the exec...
exec function kretlock ()
{
bperfectaim = !bperfectaim;
}
nad0r
8th July 2005, 01:56
[edited]-----------------------
RuffianSoldier
8th July 2005, 02:34
add a mycontroller variable?
nad0r
8th July 2005, 02:54
[edited]-----------------------
.TriCycle.
8th July 2005, 06:50
are you guys using C++ to compile these?
RuffianSoldier
8th July 2005, 06:53
haha no.
thats like saying: Are you using donuts to bake these cookies?
.TriCycle.
8th July 2005, 06:57
well all the if statements and stuff.. its extremely similar to C++ if you guys arent using it... then what are you guys typing that stuff in2??
RuffianSoldier
8th July 2005, 06:59
notepad.....?
And ya... .u script is a dumbed down version of C++ (That is made for games)
.TriCycle.
8th July 2005, 07:03
how do you make it into a .u from a notepad doc. ??
RuffianSoldier
8th July 2005, 07:08
...........by compiling it..............
RisinReaper
8th July 2005, 07:35
ok i when i began to compile the god script i got this error .Superclass r6console of class r6consolex not found. Maybe i did something wrong.
RisinReaper
8th July 2005, 10:22
I am new to this so bare with me. ok heres what i have
//================================================== ==============================
// R6AssaultRifle.
//================================================== ==============================
class R6AssaultRifle extends R6Weapons
Abstract;
defaultproperties
{
m_eRateOfFire=6
m_eWeaponType=6
m_ShellSingleFireSnd=Sound'CommonAssaultRiffles.Pl ay_Assault_SingleShell'
m_ShellBurstFireSnd=Sound'CommonAssaultRiffles.Pla y_Assault_TripleShells'
m_ShellEndFullAutoSnd=Sound'CommonAssaultRiffles.P lay_Assault_EndShells'
m_AttachPoint=TagRightHand
m_HoldAttachPoint=TagBack
}
I have changed the rof to 6 from 2. I cant figure out how to compile it back into the r6weapons.u.
KizZamP-
8th July 2005, 11:22
um i don't think ur able to do this but yea...
@all the rest that don't know how to compile...
1)go to http://k1zz3r.meckin.nl and download the hackmake.rar (or what the hell i called it)
[it' s the sdk+rvscompiler]
2)listen to theese things....
so open that hackmake.rar and then click and click and then u'll see a folder called rr6game ...so click on it and then u'll see a textures folder and a classes folder..
textures=>here u put ur 8bit bmp's...(i thought it was 8 bit i'm not sure,can any1 correct?)
classes=>here u put ur (if u are using rr6game hooking method[detected] ) r6consoler and ur MyInteraction.uc (this thing is always there,on lr6game ,on xeiaiex everywhere...
3)
open up r6consoler and then in it (if u want to use rr6game hooking method) type
class R6Consoler extends R6Console config(rR6game); (you type this on the first line..)
then u do the textures and stuff...
by example #exec Texture Import File=Textures\MyCross.bmp Name=Cross
that tells ur hack that it has to "import" the "mycross.bmp" and if u type texture 'cross' it will link ti the mycross.bmp...
4)
then u do the vars and stuff (easy)..
5)
then after the vars leave 1 blank line and type...
event Tick (float Delta)
{
Super.Tick(Delta);
MyController = ViewportOwner.Actor;
if ( MyInteraction == None )
{
MyInteraction = MyInteraction(MyController.Player.InteractionMaste r.AddInteraction("r6Game.MyInteraction", MyController.Player));
MyInteraction.R6Consoler= self;
}
}
then u do the post render and stuff...
then the menu then the pawnrelated (u can swap them too...)
then after that do the stand-alone-functions like aimbot autofire etc.
and then the exec commands..
should look like this....
exec function xfullammo ()
{
bammo = !bammo;
}
and then u do the defaultproperties (so it loads automatically in game...
defaultproperties
{
bBotActive=True
bmenu=True
btag=True
}
k now go to file=>save as=> then select all files=>then type r6consoler.uc
now open up the MyInteraction.uc
in there u put ...
Class MyInteraction extends Interaction;
var r6consolek r6consolek;
function PostRender (Canvas Canvas)
{
if ( r6consolek != None )
{
r6consolek.MyPostRender(Canvas);
}
}
defaultproperties
{
bActive=True
bVisible=True
}
k so now u go to that compiler.bat and doubleclick on it and w8 (approx 20 secs...)
and then uwill see "x errors,x warnings"
it's allowed to have like 100000000000000000000000 warnings and 0 erros but not like 1 error and 0 warnings but normally u should have something in the "900" warnings JUST DON'T GIVE SHIT ON IT OKAY?! we should make a filter for those warnings but yea...
now it's like the third time that i typed evrything on how to compile....
thank jesus!!my hands hurt!
kkll70
8th July 2005, 15:57
DUDE i dont get it.. ima post up my r6consoler and my interface they dont work..
my r6consoler :
var config bool bperfectaim;
event Tick (float Delta)
{
Super.Tick(Delta);
MyController = ViewportOwner.Actor;
if ( MyInteraction == None )
{
MyInteraction = MyInteraction(MyController.Player.InteractionMaste r.AddInteraction("r6Game.MyInteraction", MyController.Player));
MyInteraction.R6Consoler= self;
}
}
function MyPostRender (Canvas Canvas)
{
MyController = ViewportOwner.Actor;
Me = MyController.Pawn;
if (!bBotActive || MyController == None || Me == None)
{
Return;
}
Retlock(Me);
}
the function
function Retlock(Pawn Me)
{
if (bperfectaim)
Me.EngineWeapon.PerfectAim();
}
exec function kretlock ()
{
bperfectaim = !bperfectaim;
}
defaultproperties
{
bBotActive=True
bmenu=True
btag=True
}
My Interface:
Class MyInteraction extends Interaction;
var r6consolek r6consolek;
function PostRender (Canvas Canvas)
{
if ( r6consolek != None )
{
r6consolek.MyPostRender(Canvas);
}
}
defaultproperties
{
bActive=True
bVisible=True
}
Can u plz tell me y doesnt it work?? ty
Damage Inc.
8th July 2005, 16:20
event Tick (float Delta)
{
Super.Tick(Delta);
MyController = ViewportOwner.Actor;
if ( MyInteraction == None )
{
MyInteraction = MyInteraction(MyController.Player.InteractionMaste r.AddInteraction("r6Game.MyInteraction", MyController.Player));
MyInteraction.R6Consoler= self;
}
}
is ur .u named R6Game ?
kkll70
8th July 2005, 16:22
how can i tell where would my .u name be??
KizZamP-
9th July 2005, 11:54
omg sorry kkll70 look at what damage qouted in black change that r6game to rr6game or kr6game..
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