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| Coding Tech Support For all your coding needs based on America's Army |
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#1 |
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Bombus Bimaculatus
Death Warrior
Join Date: 2nd Dec 2004
Posts: 537
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UE2R to AA 2.6 bytecode converter v0.1
I had some free time today, and I made the converter.
I didn't include any readme, because its easy to use. Just click on Convert and select a .u file. The application will rename the original .u file to the extension of .u_old, and create the converted .u as the original name. After conversion a message is displayed, Done!. Additionally, to keep the ubots semi open source, the sources of the bot's classes will be dropped, so releasers, be aware of this. Thats all. Credits to Antonio Cordero Balcazar, temp2 and darkzangel. Thanks to Tamimego, Poland and Homer for sending ubots to convert, and testing the converted bot. The icon art is designed, colored and realised by Homer ![]() Known bugs: replication statements and replicated functions not handled. But also no need for those in a client side bot. EDIT: Updated the converter to v0.12. - batch support, you can use it in your make.bat file like: UE2R2AA26.exe ufilename1 [ufilename2] [ufilename3] ... [ufilenamen] - drag&drop support: drag and drop multiple .u files to convert them - the convert button allows more .u files to be converted at once too - the original .u file is renamed to .bak, not .old (was confusing) - now if there is an existing .bak file, it is overwritten without any message - minor decompilation bugs corrected Remember, if this converter doesn't convert your bot correctly, try to debug what statement causes the problem, by commenting them out one by one, and recompiling it, and trying to convert again. EDIT: it was a decompilation bug, thanks Poland for reporting to me, reuploaded v0.12
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Sleep with butterflies http://www.freewebs.com/humm3rjack/ Last edited by HUMM3R; 14th April 2006 at 10:50.. |
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#2 |
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UE3 Tormentor
Bronze Dragon
Join Date: 15th Jul 2004
Location: Australia
Posts: 861
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Amazing job man, cant wait for 0.2 ^^
Heres a quick little Interaction bot I wrote for testing with it, please use HUMM3R's Tool ^^ Code:
class TInteraction extends Interaction;
var PlayerController HookController;
var Vector HookLocation;
var Rotator HookRotation;
var Actor HookActor;
var int i;
var PlayerReplicationInfo pPRI;
function PostRender ( Canvas pCanvas )
{
HookController = ViewportOwner.Actor;
if ( HookController == None ) return;
HookController.PlayerCalcView ( HookActor, HookLocation, HookRotation );
pCanvas.Font = Font'Engine.DefaultFont';
pCanvas.SetDrawColor ( 163, 163, 163 );
pCanvas.SetPos ( 20, 20 );
pCanvas.DrawText ( "TInteraction 1.0" );
for ( i = 0; i < HookController.GameReplicationInfo.PRIArray.Length; i++ )
{
pPRI = HookController.GameReplicationInfo.PRIArray[I];
if ( pPRI != HookController.PlayerReplicationInfo && !pPRI.isDead( ) && !pPRI.bIsSpectator && !pPRI.bWaitingPlayer && validPawn( ) )
{
pCanvas.SetDrawColor ( 0, 255, 0 );
if ( HookController.PlayerReplicationInfo.Team != None && pPRI.Team.TeamIndex != HookController.PlayerReplicationInfo.Team.TeamIndex )
pCanvas.SetDrawColor ( 255, 0, 0 );
ESP ( pCanvas );
}
}
}
function bool validPawn( )
{
if ( pPRI.myPawn == None ) return true;
if ( pPRI.myPawn.Health < 0 || pPRI.myPawn.Health == 0 ) return false;
return true;
}
function ESP ( Canvas pCanvas )
{
local Vector X, Y, Z, D, ESPVec;
local float fPosX, fPosY;
local string strTemp;
GetAxes ( HookRotation, X, Y, Z );
D = pPRI.GetPawnLocation( ) - HookLocation;
if ( ( D / VSize(D) ) dot X > 0.7 )
{
ESPVec = HookController.Player.Console.WorldToScreen ( pPRI.GetPawnLocation( ) );
fPosX = ESPVec.X;
fPosY = ESPVec.Y;
if ( ( fPosX < 0 ) || ( fPosX > pCanvas.ClipX ) ) return;
if ( ( fPosY < 0 ) || ( fPosY > pCanvas.ClipY ) ) return;
strTemp = pPRI.PlayerName;
pCanvas.SetPos ( fPosX, fPosY );
pCanvas.DrawText ( strTemp );
fPosY += 10;
strTemp = "D:" $ int ( VSize(D) / 48 );
if ( pPRI.myPawn != None ) strTemp = "H:" $ pPRI.myPawn.Health $ " " $ strTemp;
pCanvas.SetPos ( fPosX, fPosY );
pCanvas.DrawText ( strTemp );
fPosY += 10;
}
}
function fireWeapon( )
{
AGP_Weapon ( HookController.Pawn.Weapon ).ServerFire ( True, True, True );
}
function bool KeyEvent ( EInputKey Key, EInputAction Action, float Delta )
{
if ( Action != IST_Press ) return false;
if ( Key == IK_LeftMouse ) fireWeapon();
}
defaultproperties
{
bActive = true
bVisible = true
}
http://img145.imageshack.us/img145/6...ot000154ws.jpg Last edited by tamimego; 11th April 2006 at 16:26.. |
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#3 |
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Polanator
Angel of Darkness
Join Date: 21st Aug 2005
Posts: 269
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Good job hummer.
I hope uscripting will back. Heres proof too http://img134.imageshack.us/my.php?i...ot000810dr.jpg
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Hey Ho Let's Go
Last edited by Poland; 11th April 2006 at 17:09.. |
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#4 |
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Jedi Knight
War Titan
Join Date: 5th Apr 2005
Location: Germany
Posts: 233
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Hummer ur the best, Uscript is da best also and now its back yiha
![]() btw.. i hope you all are impressed of this leet icon ![]() proof also ![]() ![]() my old lovely bot http://img125.imageshack.us/my.php?i...rdotcom4qk.jpg Last edited by Homer; 11th April 2006 at 17:13.. |
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#5 |
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Keeper of the grove
Dragon
Join Date: 27th Apr 2005
Location: Zanarkand
Posts: 750
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Which loader did you guys use? :o
// Edit Added a quick compile of Tami's interaction. It only contains TInteraction.uc, no loaders added. Last edited by Sevendust; 11th April 2006 at 17:53.. |
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#6 |
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Jedi Knight
War Titan
Join Date: 5th Apr 2005
Location: Germany
Posts: 233
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well i use the old hyperx loader
the one with that line to add to user.ini [AGP_Interface.AAGUIController] AutoLoad=(MenuClassName="XXX.YYY",bPreInitialize=T rue) damnit 2.6 is a version where everyone can do shit in Lscript Uscript C++ Lets make 2.6 hacking active like it was in 2.0 ![]() ![]() |
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#7 |
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Keeper of the grove
Dragon
Join Date: 27th Apr 2005
Location: Zanarkand
Posts: 750
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Well, my bot loaded, but that's about it. Source was coded well, i'm sure of that but in game no visuals or keys that work..
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#8 | |
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Bombus Bimaculatus
Death Warrior
Join Date: 2nd Dec 2004
Posts: 537
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Quote:
If the .u file is converted in the original UE2R folder, it will give a Bad Name Index error. Convert it in a folder that doesn't have any other .u files (empty folder).
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Sleep with butterflies http://www.freewebs.com/humm3rjack/ Last edited by HUMM3R; 11th April 2006 at 20:27.. |
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#9 |
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Not hacking for 1337 days
Angel of Darkness
Join Date: 11th Apr 2006
Posts: 253
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Nice work HUMM3R, you really show this society respect that they dont deserve with all your creations!
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#10 |
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Cheater ®
Bronze Dragon
Join Date: 21st Sep 2004
Location: MuLtiPlaYerCheAts.De®
Posts: 820
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omfg LEet wtf pwn Omfg 1337 pwnt OwntT omfg (lol ok)
Hummer Über nice job, not only nice job.. This 'll revive NON-PB rooms or atleast I hope so THX!!!!!!!!!!!!!!!!!!btw Announcenewplayerjoining isnt workin.. don't fix that ^^ |
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#11 | |
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Bombus Bimaculatus
Death Warrior
Join Date: 2nd Dec 2004
Posts: 537
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Quote:
![]() And thanks, I hope this will revive UScript bots, so we can hit PB on two fronts (LScript from PB's point of view is the same as c++, but for dumb and dumber)
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Sleep with butterflies http://www.freewebs.com/humm3rjack/ Last edited by HUMM3R; 11th April 2006 at 22:07.. |
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#12 |
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Keeper of the grove
Dragon
Join Date: 27th Apr 2005
Location: Zanarkand
Posts: 750
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Bot + Source has been sent over PM Humm3r, maybe you can get it to work
![]() - Seven |
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#13 | |
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Bombus Bimaculatus
Death Warrior
Join Date: 2nd Dec 2004
Posts: 537
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Quote:
__________________
Sleep with butterflies http://www.freewebs.com/humm3rjack/ Last edited by HUMM3R; 11th April 2006 at 22:57.. |
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#14 | |
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Cheater ®
Bronze Dragon
Join Date: 21st Sep 2004
Location: MuLtiPlaYerCheAts.De®
Posts: 820
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Quote:
Yep , Namechanging stills the same.again : Nice job. |
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#15 | |
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Keeper of the grove
Dragon
Join Date: 27th Apr 2005
Location: Zanarkand
Posts: 750
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Quote:
![]() Good to hear you found the bugs ^__^ - Seven |
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