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Old 10th April 2006, 13:19   #1
HUMM3R
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UnrealScript SDK for AA 2.6

Since I had some time last week, and nor temp2 neither darkz released UScript SDK for AA 2.6, I did it. It doesn't contain any bytehacking info, because I didn't wanted to ruin temp2's thread, but somehow he ruined it for himself...So here it is, let me know if something is missing from it, or if it contains syntax errors and such.

I hope this is the first step to resurrect UBots.

Credits to Antonio Cordero Balcazar, temp2 and darkzangel.
Attached Files
File Type: rar USSDKAA26v01.rar (1.94 MB, 326 views)
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Last edited by HUMM3R; 10th April 2006 at 13:26..
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Old 10th April 2006, 13:21   #2
C-X
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wow thanks man
u rox
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Old 10th April 2006, 13:30   #3
[R]>>Killer
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yeah hummer you are my man

thanks dude for this and for all you have done for us in past

one big rep and kiss for you

note to others : enjoy this !!!
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Old 10th April 2006, 13:45   #4
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Uploaded to MPCDownloads:
MPCDownloads -> America's Army -> Software -> UScript SDK V0.1
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Old 10th April 2006, 15:16   #5
itwasfunny
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wow hummer uber nice THX!
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Old 10th April 2006, 15:42   #6
HUMM3R
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I'm continuing upgrading it to be more UnrealScript conformant. Until then, if you find a code part that looks like:
Code:
  i=initial_value;
JLC001:
  if (condition) {
    code_statements;
    i++;
    goto JLC001;
  }
its was originally a for statement :

Code:
for(i=initial_value;condition;i++){
  code_statements;
}
If it was like :

Code:
JLD00D:
  if (condition) {
    code_statements;
    goto JLD00D;
  }
then it was originally a while statement:

Code:
  while (condition) {
    code_statements;
  }
Ka-ching! 400th post. I hope it will be not deleted...Crossing fingers...
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Old 10th April 2006, 17:22   #7
[oC]pingu
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nice work man, i never looked at UScript before though.
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Old 10th April 2006, 18:49   #8
RuffianSoldier
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Ty Hummer!
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Old 10th April 2006, 19:29   #9
unreal-pwner
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excelent job man, appreciated! very helpful... now im assuming that this is just the sdk, to get the ubots working, which will come in handy, cos i suck at c++... but dont we still need a loading method?


ill be looking at the engine of aa 2.6 today, again...to see if i can find a loading method...


im not promising anything. but its worth a shot right


once again, great job, appreciated
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Old 10th April 2006, 22:18   #10
me_a_noob
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Quote:
Originally Posted by unreal-pwner
ill be looking at the engine of aa 2.6 today, again...to see if i can find a loading method...
Check that PasCam thingy (www.pasclan.com)
they got it loading with 2.6
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Old 10th April 2006, 22:38   #11
Sevendust
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Quote:
Originally Posted by unreal-pwner
excelent job man, appreciated! very helpful... now im assuming that this is just the sdk, to get the ubots working, which will come in handy, cos i suck at c++... but dont we still need a loading method?


ill be looking at the engine of aa 2.6 today, again...to see if i can find a loading method...


im not promising anything. but its worth a shot right


once again, great job, appreciated
I Still used the 2.5 one .. and it worked
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Old 10th April 2006, 23:36   #12
unreal-pwner
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WOAH!!!



the 2.5 loading method? no way!


please do explain!
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Old 11th April 2006, 00:51   #13
No1uKnow
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the loading method is not the problem guys, it's the byte code of your binary ( compiled hack )

old compilers assign old byte code, you need to find a new way to compile it =-)
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Old 11th April 2006, 05:25   #14
tamimego
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very nice humm3r ^_^
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Old 11th April 2006, 11:29   #15
HUMM3R
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Quote:
Originally Posted by No1uKnow
old compilers assign old byte code, you need to find a new way to compile it =-)
A new 'way' to compile? Are there some utilities that directly compile to aa2.6 bytecode?
I am looking for a tester for my UE2R to AA2.6 bytecode converter. I need a bot compiled with UE2R and a person to test if the bot works after it is converted with my convertor. Its 2-3 hours of work, really simple job. Anyone wanna help?
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