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Thread: [C++] ArmyOps 2.7 Incomplete Headers

  1. #1
    UE3 Tormentor Bronze Dragon tamimego's Avatar
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    [C++] ArmyOps 2.7 Incomplete Headers

    The exports are completely ****ed, besides that, the uscript side of things is complete.

    This will not compile, this is for people who know they would have use for them.

    Good luck.

    Edit: UPDATED, Read post on second page.

    3 things before complete SDK:
    Export Ordering
    Class Ordering
    Virtual Ordering ( Not too fussed about it really ).
    Attached Files
    Last edited by tamimego; 28th September 2006 at 03:38.
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    Devil of Hell S@t@nic@'s Avatar
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    nice tami
    Vi doede ikke...
    Vi har aldri levd.

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  3. #3
    temp2 s*cks Devil of Hell
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    great job

  4. #4
    c:\tmp\~8b045cf75687.tmp Golden Dragon temp2's Avatar
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    Quote Originally Posted by tamimego
    The exports are completely ****ed, besides that, the uscript side of things is complete.
    Don't be so hard on yourself, that's excellent work Tamimego. Pulling the order directly from the .u files probably removes the problem entirely.

    It's seems a little hardship i.e. the lack of my SDK's creates a lot of good work from some people.
    Last edited by temp2; 29th September 2006 at 14:22.

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    Bombus Bimaculatus Death Warrior
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    Quote Originally Posted by tamimego View Post
    The exports are completely ****ed, besides that, the uscript side of things is complete.
    Its pretty good, doesn't need much time to invest in the generator to make it 100% usable, even by beginners.

  6. #6
    Quote Originally Posted by tamimego View Post
    The exports are completely ****ed, besides that, the uscript side of things is complete.
    I don't care for native functions but do you think that native class structure (i.e. fields and inheritance tree) is properly decompiled?

    Cheers

  7. #7
    UE3 Tormentor Bronze Dragon tamimego's Avatar
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    Quote Originally Posted by temp2
    It's seems a little hardship i.e. the lack of my SDK's creates a lot of good work round here.
    Its nothing new, I wrote the gen in 2.5.0, I rewrote it in early 2.6.0 and it generates in under 3 seconds with the push of a button, now I dont use any Core files and to get it to work with 2.7.0 it was only a matter of adding one line, LastLabelName

    Quote Originally Posted by temp2
    Did you know that there are functions within the engine itself for ordering and collecting objects?
    ExportCPPItem or something? nForce used this method to save time and hassle, he explained it to me, but i prefered manual filtering.

    EDIT: Just re-read what you said, you were referring to the order of classes im guessing? Also sorry about my crazy bitch again you the other day, I was in a really ****ed mood, women gettin to me m8. You think you could email me some info bout those functions ?
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  8. #8
    c:\tmp\~8b045cf75687.tmp Golden Dragon temp2's Avatar
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    Quote Originally Posted by tamimego View Post
    ExportCPPItem or something? nForce used this method to save time and hassle, he explained it to me, but i prefered manual filtering.
    Me too but primarily because ExportCPPItem is a virtual. nForce does some good work.
    Last edited by temp2; 29th September 2006 at 14:21.

  9. #9
    Bombus Bimaculatus Death Warrior
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    Quote Originally Posted by tamimego View Post
    EDIT: Just re-read what you said, you were referring to the order of classes im guessing?
    With a little modification, I used the linker's order, plus ordering based on super and dependencies. And no base class undefined at all.

    Also, a good strategy is to make wrappers around all structures you want to export, and use the wrapper's functions. That way you can rewrite in your game dependant wrapper all generator sensitive functions, and its easy to adapt to different UE's, even with static linking. (f.e. PropertiesSize, you can rewrite in your wrapper to use a custom address inside the class, without the need of core files, or an exported function)

    Quote Originally Posted by PalaceOnTheSand View Post
    I don't care for native functions but do you think that native class structure (i.e. fields and inheritance tree) is properly decompiled?

    Cheers
    Fields, yes, all engine exposed fields can be decompiled; with inheritance you have to work a little more, because of multiple inheritance. Check my site from my link in my sig for 2.6 headers, to see what I'm talking about. I still have problems with functionality for the correct inheritance.

    Quote Originally Posted by tamimego View Post
    Its nothing new, I wrote the gen in 2.5.0, I rewrote it in early 2.6.0 and it generates in under 3 seconds with the push of a button, now I dont use any Core files and to get it to work with 2.7.0 it was only a matter of adding one line, LastLabelName
    3 seconds is utopic , mine is done in more than 2 minutes, but most of that time is loading of packages. And the point again, using core files is just more pain in the ass.
    Last edited by HUMM3R; 27th September 2006 at 14:08. Reason: Automerged Doublepost

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    teh native god Evil One KizZamP-'s Avatar
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    very nice job tami,could come in use .
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  11. #11
    UE3 Tormentor Bronze Dragon tamimego's Avatar
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    I'm really bad at the std shit,

    so umm this might be newb but could someone write me a function that takes a string, finds a sub string and replaces only that substring with another string.

    I would use string.replace but that doesnt "ONLY" replace that one thing im looking for, say I have "THIS IS A TEST"

    I want it to look for "THIS" and replace with "LOLOLOL"

    string.replace would do "LOLOLOL A TEST" I want "LOLOLOL IS A TEST"
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  12. #12
    temp2 s*cks Devil of Hell
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    Quote Originally Posted by tamimego View Post
    I'm really bad at the std shit
    O_o. You are joking?! Without std c++ would not be c++. Too bad so many people coding C here...

    Anyway, this should work:
    Code:
    string s="THIS IS A TEST";
    s.replace(s.find("THIS"), 4, "LOLOLOL");
    Last edited by Trundle; 27th September 2006 at 16:02.

  13. #13
    Bombus Bimaculatus Death Warrior
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    Quote Originally Posted by tamimego View Post
    I'm really bad at the std shit,

    so umm this might be newb but could someone write me a function that takes a string, finds a sub string and replaces only that substring with another string.

    I would use string.replace but that doesnt "ONLY" replace that one thing im looking for, say I have "THIS IS A TEST"

    I want it to look for "THIS" and replace with "LOLOLOL"

    string.replace would do "LOLOLOL A TEST" I want "LOLOLOL IS A TEST"
    Doing it the chopper way:
    Code:
                index = current.find(TEXT("__cdecl "));
                if (index != string::npos) {
                  left = current.substr(0, index);
                  right = current.substr(index + 8,current.size() -index-8);
                  current = left.append(TEXT("CDECL ")).append(right);
                }
    where 8 is the length of TEXT("__cdecl ")

    Quote Originally Posted by Trundle View Post
    O_o. You are joking?! Without std c++ would not be c++. Too bad so many people coding C here...

    Anyway, this should work:
    Code:
    string s="THIS IS A TEST";
    s.replace(s.find("THIS"), s.find("THIS")+4, "LOLOLOL");
    This will replace only 4 characters, with "LOLO", he wants some kind of concatenation.
    Last edited by HUMM3R; 27th September 2006 at 15:52. Reason: Automerged Doublepost

  14. #14
    temp2 s*cks Devil of Hell
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    Quote Originally Posted by HUMM3R View Post
    This will replace only 4 characters, with "LOLO".
    Of course it must be s.replace(s.find("THIS"), 4, "LOLOLOL"); find returns a string::size_t and not an interator. My mistake!

    [EDIT]A proof O_o: http://img241.imageshack.us/img241/8...benanntaz2.png[/EDIT]
    Last edited by Trundle; 27th September 2006 at 16:13.

  15. #15
    UE3 Tormentor Bronze Dragon tamimego's Avatar
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    thnx for that
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