TKC-Community

Hacking and Art => Vietcong 1 & 2 => Topic started by: Warrior on December 18, 2004, 11:23:14 am

Title: Weapons Trainers 1.00/1.01
Post by: Warrior on December 18, 2004, 11:23:14 am
I was wondering if anyone might know where to find some of the old weapons trainers for VC 1.0 , I tried some of the links on the old forum but all the hecklersunderground links etc.. were dead. Anybody know where to get some good weapons trainers for VC 1.00 ?
Title: Weapons Trainers 1.00/1.01
Post by: [TkC]ballbreaker on December 18, 2004, 10:27:17 pm
 HEAR YA GO!   (http://tkc-community.net/Main/modules.php?name=Downloads&d_op=viewdownload&cid=13)
Title: Weapons Trainers 1.00/1.01
Post by: ZOldDude on December 19, 2004, 03:55:03 am
I allways marvle each time I learn that another person can't find the D/L section.

I bet the fact that the NAVIGATION bar on the far left side of this page STILL points to ".com" rather than the ".net" address has just a wee bit to do with it.......ya think?! :roll:

Z
Title: Weapons Trainers 1.00/1.01
Post by: Warrior on December 19, 2004, 04:05:48 am
Wow, the downloads section...  You may have stopped to think that I've already been in there, and absolutely NONE of the old weapons trainers are in there. A few of the win2k trainers are in there, but they do not work (and yes I have a win2k system).  Here is a link to some of the old stuff that I'm talking about.  http://tkccommunity.proboards14.com/index.cgi?board=dsl   Notice the posts about the "8 weapons trainer"  and some of those other old uplink trainers....  well the hecklers underground has been down for quite sometime.   You guys are always so quick to say "look in the downloads section"  ,  you act like there is a lot of stuff in there or something.
Title: Weapons Trainers 1.00/1.01
Post by: [TKC]theridler on December 19, 2004, 04:11:49 am
Y do you want them anyway?Do ppl still play 1.01?
Title: Weapons Trainers 1.00/1.01
Post by: ZOldDude on December 19, 2004, 04:13:11 am
Quote from: [TKC]theridler
Do I sence sarcasim Z :shock:  :lol:


What ever way works...right?

I am certain I have pointed this out befor.....but I lack both the access and very basic skills to make the NAV bar point to the correct address.

Z
Title: Weapons Trainers 1.00/1.01
Post by: [TKC]theridler on December 19, 2004, 04:14:29 am
Don't see y he wants em neway :P pointless in my opinion but thats just my opinion :P
Title: Weapons Trainers 1.00/1.01
Post by: ZOldDude on December 19, 2004, 04:42:05 am
Quote from: [TKC]theridler
Don't see y he wants em neway :P pointless in my opinion but thats just my opinion :P


Becuase at about anytime of day 20-25% of all online players are using a patch OTHER than 1.60.....and of those most are using 1.01. :shock:

Mmmmmm......hats! :)

Z
Title: Weapons Trainers 1.00/1.01
Post by: [TkC]ballbreaker on December 19, 2004, 04:55:47 am
Quote
Notice the posts about the "8 weapons trainer" and some of those other old uplink trainers



if you want more than 3 weapons use artmoney,very easy to do.
Title: Weapons Trainers 1.00/1.01
Post by: [TKC]theridler on December 19, 2004, 04:57:34 am
Quote from: ZOldDude
Quote from: [TKC]theridler
Don't see y he wants em neway :P pointless in my opinion but thats just my opinion :P


Becuase at about anytime of day 20-25% of all online players are using a patch OTHER than 1.60.....and of those most are using 1.01. :shock:

Mmmmmm......hats! :)

Z
Hmm i didn't know that  :D  When I get vc back i might forget about 1.60 :P
Title: Weapons Trainers 1.00/1.01
Post by: [TkC]ballbreaker on December 19, 2004, 05:05:21 am
yes 1.01 can be fun ,extraction is a must.  :twisted:
let me know if you wanna play some time,raise some hell.
Title: Weapons Trainers 1.00/1.01
Post by: Warrior on December 19, 2004, 05:47:26 am
What exactly do I need to look for in artmoney? It's been so long since I've tried that.
Title: Weapons Trainers 1.00/1.01
Post by: [TKC]theridler on December 19, 2004, 06:03:11 am
Quote from: [TkC]ballbreaker
yes 1.01 can be fun ,extraction is a must.  :twisted:
let me know if you wanna play some time,raise some hell.
:D Will do waiting on teabag giving me mine back hes not well though so dno wen it will be :P
Title: Weapons Trainers 1.00/1.01
Post by: [TkC]ballbreaker on December 19, 2004, 06:40:12 am
Quote from: Warrior
What exactly do I need to look for in artmoney? It's been so long since I've tried that.



use the search button..should come up.
Title: Weapons Trainers 1.00/1.01
Post by: Warrior on December 19, 2004, 06:45:43 am
anybody got some real info?
Title: Weapons Trainers 1.00/1.01
Post by: [TkC]ballbreaker on December 19, 2004, 06:48:34 am
are you that lazy?

first post hints on how to do it


http://www.tkc-community.net/Forums/viewtopic.php?t=1575&highlight=artmoney

took all but 2 seconds to find :roll:
Title: Weapons Trainers 1.00/1.01
Post by: Warrior on December 19, 2004, 07:08:01 am
what are you talking about,  first you send me to the downloads section which I have obviously already been to.  Now you give me a link to a post that I've already read, that has nothing to do with using artmoney in 1.00 .   Does the game have to be extracted to use artmoney to edit weapons in memory?  And if so , what is the starting offset?
Title: Weapons Trainers 1.00/1.01
Post by: [TkC]ballbreaker on December 19, 2004, 07:20:26 am
Quote
last time i used artmoney was on 1.01 and typed soldier
now i tryed on 1.60 and the weapons numbers are not there
Title: Weapons Trainers 1.00/1.01
Post by: Warrior on December 19, 2004, 07:25:33 am
i know that, but they do not talk about how to do it with 1.00 .  Searching the process for "soldier" doesn't really help much.  If I knew what settings to select in artmoney, so I could easily see the wepons (such as 58 for map, etc..)  then I would be able to figure it out.  I didn't think the info for the 1.00 version would be hard to get.
Title: Weapons Trainers 1.00/1.01
Post by: hoax-ravenheckler on December 19, 2004, 12:22:18 pm
VvH_

And then gunname.
Your lazy, to lazy
Title: Weapons Trainers 1.00/1.01
Post by: [TKC]theridler on December 19, 2004, 05:03:23 pm
That is real info u just need to look in the other topics
Title: Weapons Trainers 1.00/1.01
Post by: [TKC]thejoker on December 19, 2004, 05:18:42 pm
Old forums is the key. They have EVERYTHING to do with older versions
Title: Weapons Trainers 1.00/1.01
Post by: Warrior on December 19, 2004, 08:54:39 pm
I've been looking, and trying all sorts of things.  But nothing seems to work right....   does the game have to be extracted to use artmoney correctly?
Title: Weapons Trainers 1.00/1.01
Post by: [TKC]thejoker on December 19, 2004, 09:18:09 pm
no, to use artmoney correctly you need a brain which we cannot provide
Title: Weapons Trainers 1.00/1.01
Post by: [TkC]ballbreaker on December 19, 2004, 09:43:58 pm
Quote from: [TKC]thejoker
no, to use artmoney correctly you need a brain which we cannot provide



 :lol:  :lol:  :lol:
Title: Weapons Trainers 1.00/1.01
Post by: [TKC]theridler on December 19, 2004, 11:08:01 pm
Quote from: [TKC]thejoker
no, to use artmoney correctly you need a brain which we cannot provide
Did u lose urs :shock: That hapened to me to :D
Title: Weapons Trainers 1.00/1.01
Post by: hoax-ravenheckler on December 19, 2004, 11:56:55 pm
Quote from: [TKC]theridler
Quote from: [TKC]thejoker
no, to use artmoney correctly you need a brain which we cannot provide
Did u lose urs :shock: That hapened to me to :D


did you ever had one?
Title: Weapons Trainers 1.00/1.01
Post by: [TKC]theridler on December 20, 2004, 12:01:32 am
u know what R thats a gd question/point :lol:  :lol:
Title: Weapons Trainers 1.00/1.01
Post by: hoax-ravenheckler on December 20, 2004, 12:02:42 am
i know ta
Title: Weapons Trainers 1.00/1.01
Post by: [TKC]theridler on December 20, 2004, 12:03:39 am
:lol:  :lol: I can;t wait to get vc back :cry:
Title: Weapons Trainers 1.00/1.01
Post by: ZOldDude on December 20, 2004, 12:17:29 am
I would like to see people NOT "bagging" on those who ask for help......not everyone KNOWS how to do things. This frustrates those wishing to learn as well as makes the forum/pepole commenting look bad. :evil:

Z
Title: Weapons Trainers 1.00/1.01
Post by: ZOldDude on December 20, 2004, 12:25:12 am
Quote from: Warrior
What exactly do I need to look for in artmoney? It's been so long since I've tried that.


Dave (I think that was your first name) look in the .net main page and goto the d/l section and rather than ARTMONY get CHEATENGINE.....better and has options to defeat some game engine checks AND has a built in speedhack and colorhack!

It is claimed to work on all programs.

Z
Title: Weapons Trainers 1.00/1.01
Post by: [TKC]thejoker on December 20, 2004, 12:27:29 am
Quote from: ZOldDude
I would like to see people NOT "bagging" on those who ask for help......not everyone KNOWS how to do things. This frustrates those wishing to learn as well as makes the forum/pepole commenting look bad. :evil:

Z


I would like to see people using their brains and stop asking stupid questions that have been asked and answered A GAZILLION TIMES!!The instructions are clear on what to do, it works. So its their brain that isnt working correctly
Title: Weapons Trainers 1.00/1.01
Post by: ZOldDude on December 20, 2004, 12:37:44 am
The TKC rules regaurding conduct on the  foums.....

http://www.tkc-community.net/Forums/viewtopic.php?t=24

Look @ #3-b
Title: Weapons Trainers 1.00/1.01
Post by: [TkC]ballbreaker on December 20, 2004, 02:02:07 am
off the old site :!:

 http://tkccommunity.proboards14.com/index.cgi?board=ct2&num=1065281835&action=display&start=15


search ownz




Quote
here is all the info you need for artmony and how to get the guns. you need to read it a few times


Step 1 - Start up the VC game

Step 2 - press Alt-Tab to hide the VC screen and get back to your main windows display (note I sometimes have to press Alt-Tab 2 or 3 times before this works).

Step 3 - Start Artmoney (I use version 6.27 - it is downloadable from web for free)

Step 4 - In the box were it says "select process" click and choose where it says "Ptero-Engine-II : Vietcong"

Step 5 - Press search - a box will pop up

Step 6 - In the Search field choose "Exact value"
In the Value field type "soldier" (without the quotes)
In the Type field choose "Text"

Step 7 - Press OK (and again OK)

Step 8 - The left box will now have something like

00D9F680 Text 7 bytes
00DA08F0 Text 7 bytes

with the top line highlighted press the red arrow

Step 9 - The right box will now say
00D9F680 soldier Text 7 bytes
Left click on soldier (so it is highlighted) then right mouse click so a pop up menu comes up

Step 10 - On the popup menu select "Memory Editor"

Step 11 - A new screen will come up at the top it will say something like this

00D95680 115,111,108,100,105,101,114,0,0,0,0,0,0,0,0,0 soldier
00D95690 0,0,0,0,0,0,0,0.....
00D956A0 29,0,0,0,7,0,0,0,0,0,0,0,0,0,0,0 ||
00D956B0 59,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ;
00D956C0 0,0,0,0,58,0,0,0,0,0,0,0,0,0,0,0 :

The numbers 29 to 58 are the soldiers load out. For example 29 is the
US knife, 7 is the US pistol, 58 is the map.

To replace the knife with say the VC sniper rifle simply replace the number 29 with the number 14 (14 is the number of the VC sniper rifle) and so on.

Note how the numbers are seperated by at least 3 zeros, - this means only put numbers 3 zeros apart. For example I might rewrite one of the above lines as

00D956A0 29,0,0,0,7,0,0,0,0,0,0,0,11,0,0,0 ||
00D956B0 59,0,0,0,20,0,0,0,4,0,0,0,21,0,0,0 ;

where 11 is the shotgun gun, 20 is the M2 0.5 cal, 4 is the US sniper,
and 21 is the Thompson. Note also that I didn't put anything between 7 and 11 at 7,0,0,0,0,0,0,0,11 this is because anything put in this slot will be erased as this is where the weapon you choose from the in game menu goes.

Note also that in the top left hand corner of the screen that
"hexadecimal view" and "hexadecimal edit" should be left unchecked (so that we are working with decimal and not hexadecimal numbers)

Step 12 - Press OK
Step 13 - Press Save (and then save again)
Step 14 - Go back to your VC game and start playing (and make sure if you did the
above example that you select US-Soldier

Note that in the above example while we edited the US soldier we also
could have similarly edited the engineer or radioman etc.

Note also that in step 8 if we had chosen to go to the 2nd address 00DA08F0 instead of the 1st address 00D9F680 then you would be editing VC soldier load outs instead of US ones but other than that things work the same, except that the VC weapon numbers are different - but you can still give them US weapons.

There is a more comprehensive weapon list somewhere else on this site but the common values I use are
20- M2 0.5 Cal !!!!!!!!!!!
4 - US Sniper - garand (can use even if server has banned snipers)
14 - VC sniper - Draganov
16 - Don't use (crashes)
21 - US Thompson SMG
17 - US heavy machine gun
24 - Don't use (crashes)
27 - Grenade launcher (can see it but it doesn't work)

Note also that if you run artmoney after you have played a VC game then you'll get a stack of adresses instead of just the two listed (In other words run artmoney straight after starting up VC- before selecting
anything on the menus).

Note also that you only seem to be able to Alt-tab in and out of the VC game (to set up artmoney) once - after that, for me anyway, the VC screen just goes blank
Title: Weapons Trainers 1.00/1.01
Post by: [TKC]theridler on December 20, 2004, 02:24:52 am
Quote from: ZOldDude
I would like to see people NOT "bagging" on those who ask for help......not everyone KNOWS how to do things. This frustrates those wishing to learn as well as makes the forum/pepole commenting look bad. :evil:

Z
I wasn't "Bagging" I was just telling him the info is already here :P
Title: Weapons Trainers 1.00/1.01
Post by: Warrior on December 20, 2004, 07:10:07 am
Thanks for the quote there ballbreaker.  I tried looking through some posts in the old forum, but I never saw that. Thanks.  And thanks to Z , cause I hate the way lots of times people will just get angry and sarcastic rather than talk about anything really.
Title: Weapons Trainers 1.00/1.01
Post by: Warrior on December 20, 2004, 07:24:39 am
Ok guys, thanks once again. And just so you all know, if someone had of just told me to turn off hexidecimal view in artmoney, then I could have found it. Thanks again
Title: Weapons Trainers 1.00/1.01
Post by: [TkC]ballbreaker on December 21, 2004, 02:34:06 am
Quote from: ZOldDude


Becuase at about anytime of day 20-25% of all online players are using a patch OTHER than 1.60.....and of those most are using 1.01. :shock:

Mmmmmm......hats! :)

Z



seen  300+ people playing 1.01 today.
Title: Weapons Trainers 1.00/1.01
Post by: ZOldDude on December 21, 2004, 04:09:23 am
Quote from: [TkC]ballbreaker
Quote from: ZOldDude


Becuase at about anytime of day 20-25% of all online players are using a patch OTHER than 1.60.....and of those most are using 1.01. :shock:

Mmmmmm......hats! :)

Z



seen  300+ people playing 1.01 today.


And that is about TWO TIMES the amount of people in North America who still play VC!
Title: Weapons Trainers 1.00/1.01
Post by: Warrior on December 21, 2004, 05:00:57 am
Well, I've used a handy trainer making tool to build a couple of awesome weapons trainers for VC 1.00 and VC 1.01 ,  the coding is different for each version so I had to build two different trainers.  Basically what they do is allow you to have medic kit, ammo bag, booby traps, and a sniper rifle no matter what class you are. Sniper class gets the same, except with an AK47/M16.   Let me know if anyone would like to have this.  Also, does anyone have or know where to find a good ammo trainer for 1.01 that gives infinite grenades/boobies along with ammo??
Title: Weapons Trainers 1.00/1.01
Post by: [TkC]ballbreaker on December 21, 2004, 06:32:37 am
Quote
Also, does anyone have or know where to find a good ammo trainer for 1.01 that gives infinite grenades/boobies along with ammo??
i dont think you are gonna find one.probally going to have to make it yourself. :wink:
Title: Weapons Trainers 1.00/1.01
Post by: Warrior on December 21, 2004, 06:42:48 am
Any tips on what I'm looking for in the memory?  I've tried freezing one of the integers that matches the number of clips in whatever weapon your using, but it doesn't seem to work.  I'm hoping that somebody else out there has tried doing this for 1.01 ,  help!
Title: Weapons Trainers 1.00/1.01
Post by: [TkC]ballbreaker on December 21, 2004, 06:54:45 am
heres a tip;


search for the number of bullets in the clip.
Title: Weapons Trainers 1.00/1.01
Post by: Warrior on December 21, 2004, 06:57:09 am
Ok, that makes sense.  Will Do!   Any ideas on how I would do it for grenades / booby traps though?
Title: Weapons Trainers 1.00/1.01
Post by: [TkC]ballbreaker on December 21, 2004, 07:23:27 am
figure out the ammo and use the same process for nades/traps,
should work.
Title: Weapons Trainers 1.00/1.01
Post by: Warrior on December 21, 2004, 07:47:43 am
I've been messing with it, and there seems to be a main integer for ammo in clip , and then an integer for number of clips. I've tried setting my trainer to freeze both of these integers, but is just doesn't seem to work. Even if I alter them during the game using artmoney, it doesn't seem to have any effect.  Did they change something in the 1.01 patch to fix it where you can't freeze the integer?  The integer for 1.01 begins at 00CBF4D0 ,  which is rounds in clip.  4D4 is the number of clips/grenades.
Title: Weapons Trainers 1.00/1.01
Post by: M. O. on December 21, 2004, 11:12:39 am
It might just be writing to that adress while the source is something else. Try putting a breakpoint there.

When you make unlimited ammo, clips are calculated together with ammo. So if you got 2 full clips of M16 (we say it's 26 rounds) you take 26*2.
Title: Weapons Trainers 1.00/1.01
Post by: Warrior on December 21, 2004, 11:35:27 am
I think I see what your saying, but I don't know what a "breakpoint" is exactly. (Sorry I'm still pretty new to all this).  Is that how I would find the main address?
Title: Weapons Trainers 1.00/1.01
Post by: M. O. on December 21, 2004, 04:22:18 pm
Yes, you can use T-searchs autohack or use softice.
Title: Weapons Trainers 1.00/1.01
Post by: Warrior on December 21, 2004, 09:32:27 pm
Ok, I'll give that a try mullah.  Could you still tell me exactly what a "breakpoint" is.  I still don't understand that part.
Title: Weapons Trainers 1.00/1.01
Post by: [TKC]thejoker on December 21, 2004, 09:37:20 pm
you could probably find out at www.gamehacking.com
Title: Weapons Trainers 1.00/1.01
Post by: Warrior on December 21, 2004, 11:26:32 pm
Thanks for the link man, I'm checking into it.  Now I'm having another problem though,  TSearch works a lot better for this sort of thing than artmoney...  but I believe whats happening is each time the game is reloaded, the specific codes that controll ammo change. I can use TSearch to alter the game while it's running, and change ammo/grenades however I want. But if I program my trainer to do it, then reload the game, the code has moved to a new spot and my trainer doesn't alter the correct code anymore.  I searched thinking maybe there was a large section of code, set aside for the ammo to bounce around in, but it seems to just be mixed in with all sorts of other stuff.  Plus, different guns and different classes all seem to have different locations in the code. The only thing I've been able to adjust for everyone is booby traps and grenades.  Help!  :D
Title: Weapons Trainers 1.00/1.01
Post by: Warrior on December 21, 2004, 11:36:50 pm
Okay, I don't even have to reload the game.  Just leaving the room or changing maps moves the code into a completely address.  Isn't there a way I can find the settings for how much ammo of each gun you begin with? Kind of like altering the weap.ini file for the demo.  That way I could just try to freeze the amount of clips or something..   I'm making progress, but now I'm confused more than ever as to how the code for ammo is able to jump around to different address' in the memory.
Title: Weapons Trainers 1.00/1.01
Post by: M. O. on December 22, 2004, 02:03:57 am
Quote from: Warrior
Ok, I'll give that a try mullah.  Could you still tell me exactly what a "breakpoint" is.  I still don't understand that part.


When you put a breakpoint on an adress you look at what other adresses read or write to the value that adress has. You've found a display adress that is controlled from somewhere else.  You "usually" put breakpoints through debuggers. Those stop or break the run process of the application, enabling you to use the debugger to check the ASM operations there. This is a method which takes you directly to where ammo is calculated, once you know the location you can change the operations there.

This is basically what autohack does (it doens't break though). It NOPs (=no operation, makes nothing to happen, ammo stops decreasing) out the instructions automatically for you.
Title: Weapons Trainers 1.00/1.01
Post by: Warrior on December 22, 2004, 05:16:23 am
Thanks a lot for the help mullah.  You're the only one who ever seems to give any real advice or explanations to anything. I think most everyone else around here just wants to "heckle" each other with riddles. But to you, THANKS!   Out of curiosity, If I make a really nice trainer, will that help get me into the dev section?   Or do I still have to do that reverse cbf extraction junk?   Trying that was such a headache  :D
Title: Weapons Trainers 1.00/1.01
Post by: ZOldDude on December 22, 2004, 09:34:39 am
He is one of the smart ones here.....unlike myself LOL!
Title: Weapons Trainers 1.00/1.01
Post by: M. O. on December 22, 2004, 10:18:36 am
A trainer in a programming language is required, you can also read the requirements in the inner circle  :wink:
Title: Weapons Trainers 1.00/1.01
Post by: Warrior on December 22, 2004, 10:48:15 am
10-4     Maybe you could help me out with a little something else. I posted the same question in my "Ammo Trainer" topic, but I was wondering if you might have any idea how I could go about finding the address's for editing the weapons of deathmatch fighters.  I've tried searching all around the area of the regular classes, but it doesn't seem to be there. Any suggestions on how I could find what they are?
Title: Weapons Trainers 1.00/1.01
Post by: ZOldDude on December 22, 2004, 02:19:07 pm
Hey Ballbreaker the link in your sig is 63.236.94.175 ......owned and paid for by Take2. :wink:

Funny web page everyone should read it!

Z
Title: Weapons Trainers 1.00/1.01
Post by: Warrior on December 22, 2004, 07:37:04 pm
Thats nice  :D   ,  any tips on how I can find the values to the deathmatch soldiers?  I'm still messing with it, but don't really know what I'm looking for.
Title: Weapons Trainers 1.00/1.01
Post by: [TkC]ballbreaker on December 22, 2004, 08:05:07 pm
Quote from: ZOldDude
Hey Ballbreaker the link in your sig is 63.236.94.175 ......owned and paid for by Take2. :wink:

Funny web page everyone should read it!

Z


yea its a site for GTA:SA
Title: Weapons Trainers 1.00/1.01
Post by: [TKC]thejoker on December 22, 2004, 09:28:12 pm
Quote from: Warrior
Thats nice  :D   ,  any tips on how I can find the values to the deathmatch soldiers?  I'm still messing with it, but don't really know what I'm looking for.


What are you trying to do with the DM soldiers?
Title: Weapons Trainers 1.00/1.01
Post by: Warrior on December 22, 2004, 09:39:40 pm
Change what weapons that have, like you can to the regular ctf classes etc..   any idea on how to do this?
Title: Weapons Trainers 1.00/1.01
Post by: [TkC]ballbreaker on December 23, 2004, 01:04:47 am
gotta find the mp.txt in memory
Title: Weapons Trainers 1.00/1.01
Post by: Warrior on December 23, 2004, 02:02:33 am
:D  I kinda know that part, but how exactly do I do that. I was hoping somebody might know what it is that I need to search for in order to find this. I'm thinking "mp.txt" would at best just be pointing to the file, and I don't think the retail 1.01 version of Vietcong has a mp.txt file.
Title: Weapons Trainers 1.00/1.01
Post by: [TkC]ballbreaker on December 23, 2004, 02:11:52 am
Quote
I don't think the retail 1.01 version of Vietcong has a mp.txt file.
its in memory,so is the weap.txt.
Title: Weapons Trainers 1.00/1.01
Post by: Warrior on December 23, 2004, 06:06:10 am
Ok, it's in memory.  So how do I find it?  Thats obviously what I'm trying to figure out.
Title: Weapons Trainers 1.00/1.01
Post by: [TKC]thejoker on December 23, 2004, 04:46:59 pm
search mp.txt lol
Title: Weapons Trainers 1.00/1.01
Post by: Warrior on December 23, 2004, 08:32:48 pm
What is with all you guys?  Is mullah the only one that knows how to do anything?   Do you REALLY think that telling me to search for "mp.txt" is going to help me in anyway?  It's certainly not going to help me find how to edit the DM weapons.  In fact, I can't think of any reason you would want to search for "mp.txt".  I'm not trying to be an @$$ or anything, it just seems like none of you guys really help anybody or know much of anything aside from Mullah and Z.  I do appreciate any effort to actually help or give advice, but telling me to look for mp.txt is more of a joke than help.  :D     PS - Got it figured out by the way,  now my trainer gives all CTF classes super weapons as well as DM soldiers. Not to mention the infinite ammo/grenades feature....  and the classic "No Reload" as well.  Anyway, not worthy of blowing my own horn that much,  but I'm VERY proud of this trainer.   SPECIAL THANKS TO MULLAH, for his superb advice.
Title: Weapons Trainers 1.00/1.01
Post by: [TKC]thejoker on December 23, 2004, 09:01:54 pm
I am trying to help you. Im not the best trainermaker in the business and probably the worst in VC dev (when i was in there) apart from theridler  :P
Also i have never made trainers for any version other than 1.60 so its not my fault i give wrong help. I am trying to give you help
Title: Weapons Trainers 1.00/1.01
Post by: M. O. on December 23, 2004, 09:08:27 pm
Good job, if you want your trainer hosted then just tell  :wink:
Title: Weapons Trainers 1.00/1.01
Post by: Warrior on December 23, 2004, 09:59:20 pm
You're right joker,  sorry if I came off with an A-Hole attitude. At least you were trying to help, unlike a lot of people in these boards.  And thanks Mullah,  PM me your email address and I will send you the trainer to check out.  It might also be a good idea to have a few people test it on different systems,  I've only tested on a couple.
Title: Weapons Trainers 1.00/1.01
Post by: Crossmol on December 24, 2004, 03:11:06 am
Quote from: Warrior
and the classic "No Reload" as well.


Damn, I was kicked out the server when I did my own 'No reload' for cheating. Does yours work on the Hradba206 CTF? If so, I've to look it over again because this might come in handy  :lol:
Title: Weapons Trainers 1.00/1.01
Post by: Warrior on December 24, 2004, 07:11:28 am
no, it's not for 1.6   Plus, I'm pretty certain that the server will kill/kick you if it detects that you're not reloading.
Title: Weapons Trainers 1.00/1.01
Post by: [TKC]thejoker on December 24, 2004, 04:46:46 pm
from 1.41 (i think) you cant do inf ammo even with hradba off, you just keep dying
Title: Weapons Trainers 1.00/1.01
Post by: ZOldDude on December 25, 2004, 04:17:27 am
Quote from: Warrior
...... it just seems like none of you guys really help anybody or know much of anything aside from Mullah and Z.


LOL!
You and the rest are the young-dudes....I am just an old fu*kr with cobwebs between my ears!
The last time I really did any programming "per say" was like 1984 with ATARI BASIC when the internet was ALMOST starting and everything was still called a BBS.

(I ran a "pirate BBS" called Radio Free Venice and serverd Atari/Commy/IBM files...and emulators so you could run them all on a 64K ram Atari!)

I >do< know and try to keep contact with people ALOT more savy than myself on this subject....that is why I am a Mod here and many other places even if the name may change.

I always try my best to help as long as I do NOT have to give out info that I gave my word not to.

Anyhow.....in VC the ammo was set to srv side back around 1.2...or was it 1.3?!

Hey if you play you will find that ALOT of people just love 1.01 even those who play all the time in 1.60.
Alot of the people who srv coop now often cross-patch games for CTF simply due to less lag.


Z