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Old 11th April 2006, 16:19   #1
HUMM3R
Bombus Bimaculatus
Death Warrior
 
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
Attached Files
File Type: rar UE2R2AA26.rar (268.6 KB, 135 views)
File Type: rar UE2R2AA26v012.rar (269.0 KB, 517 views)
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Last edited by HUMM3R; 14th April 2006 at 10:50..
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Old 11th April 2006, 16:23   #2
tamimego
UE3 Tormentor
Bronze Dragon
 
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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
}
Proof his tool worx:
http://img145.imageshack.us/img145/6...ot000154ws.jpg
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Last edited by tamimego; 11th April 2006 at 16:26..
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Old 11th April 2006, 16:24   #3
Poland
Polanator
Angel of Darkness
 
Good job hummer.
I hope uscripting will back.

Heres proof too

http://img134.imageshack.us/my.php?i...ot000810dr.jpg
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Last edited by Poland; 11th April 2006 at 17:09..
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Old 11th April 2006, 16:59   #4
Homer
Jedi Knight
War Titan
 
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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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Old 11th April 2006, 17:50   #5
Sevendust
Keeper of the grove
Dragon
 
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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.
Attached Files
File Type: rar Sample.rar (2.6 KB, 14 views)

Last edited by Sevendust; 11th April 2006 at 17:53..
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Old 11th April 2006, 17:59   #6
Homer
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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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Old 11th April 2006, 18:14   #7
Sevendust
Keeper of the grove
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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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Old 11th April 2006, 19:16   #8
HUMM3R
Bombus Bimaculatus
Death Warrior
 
Quote:
Originally Posted by Sevendust
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..
Hmm. It worked for three persons, at least. Maybe you use something special, and the converter has a bug. You could send me your .u file tomorrow to test.

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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Last edited by HUMM3R; 11th April 2006 at 20:27..
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Old 11th April 2006, 21:50   #9
kizzamplover4vr
Not hacking for 1337 days
Angel of Darkness
 
Nice work HUMM3R, you really show this society respect that they dont deserve with all your creations!
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Old 11th April 2006, 21:57   #10
itwasfunny
Cheater ®
Bronze Dragon
 
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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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Old 11th April 2006, 22:04   #11
HUMM3R
Bombus Bimaculatus
Death Warrior
 
Quote:
Originally Posted by H4x
btw Announcenewplayerjoining isnt workin.. don't fix that ^^
It is working, but not as it used to. You can still find how it can be exploited for sending funny messages. And yes, they corrected some exploits, but the important ones are still there. Check my UScript SDK sources to find out whats what

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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Last edited by HUMM3R; 11th April 2006 at 22:07..
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Old 11th April 2006, 22:27   #12
Sevendust
Keeper of the grove
Dragon
 
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Bot + Source has been sent over PM Humm3r, maybe you can get it to work

- Seven
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Old 11th April 2006, 22:44   #13
HUMM3R
Bombus Bimaculatus
Death Warrior
 
Quote:
Originally Posted by Sevendust
Bot + Source has been sent over PM Humm3r, maybe you can get it to work
Thanks for the bot, Sevendust, I think I found out whats the problem. I have a few bugs in my converter, will correct tomorrow (v0.12 will contain drag&drop and batch call support).
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Last edited by HUMM3R; 11th April 2006 at 22:57..
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Old 11th April 2006, 22:50   #14
itwasfunny
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Quote:
Originally Posted by HUMM3R
It is working, but not as it used to. You can still find how it can be exploited for sending funny messages. And yes, they corrected some exploits, but the important ones are still there. Check my UScript SDK sources to find out whats what

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)
right, I got it, i won't post in here, i'll wait till someone else does. bcoz in my opinion that kind of stuffs wouldn't go to pub, since spam functions aren't allowed, don't allow its bases.

Yep , Namechanging stills the same.

again : Nice job.
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Old 11th April 2006, 23:13   #15
Sevendust
Keeper of the grove
Dragon
 
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Quote:
Originally Posted by HUMM3R
Thanks for the bot, Sevendust, I think I found out whats the problem. I have a few bugs in my converter, will correct tomorrow (v0.12 will contain drag&drop and batch call support).
Haha, when i load my bot, i just get a black screen and hear an error.
Good to hear you found the bugs ^__^

- Seven
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