TKC-Community
Hacking and Art => General Modding & Programming / Other Games => Topic started by: M. O. on May 10, 2004, 02:12:54 am
-
I need someone to check if it's serverbased or not.
Freezed Adress: 130B68D5 Opcode: 9090
You could try the Quick trainermaker (not sure if it would work).
One thing I noticed when I tried it in SP was that handgrenades and vehicle ammo didn't get affected. Handgrenades were a bit tricky to find, have still not found them. How does the game count them; 04/05 what's the 05?
Will also make a unlimited health trainer (also server/client, hard to tell).
-
4 of maximum 5?
-
tested some thing:
you cant change the price of the wepons, though its displayed that it costs 0$ you still loose money
accurcy, fKillEnergy etc works
im gonna give this TMK a try now cuz nobody gives a shit about doing trainers here
mo, whats the Opcode thing?
-
Try adding a scope to a saw and removing the recoil :twisted:
-
alright, as it seems is ammo serverbased, but maybe my trainer is just shit
someone else try his luck:
http://wald.heim.at/urwald/542409/files/downloads/Soldner/soeldner_demo_unl_ammo.exe
-
Will try it later today
-
Didn't work in SP. However that trainer is very interesting. Have you added any kind of protection to it, because it acts just like it's protected.
-
eh nope, i did that trainer with TMK in 30 mins
-
Your trainer is stopping all T-Spy attempts. The trainer crashes itself when Tspy hooks it. Propaply it's beacause you have added an auto window to the start. It's very effective.
Anyway, Opcode should be 90 90 (not 9090 as I wrote).
I just made a test trainer, it didn't work in MP. Ammo is serverbased or it might be another variable that counts MP ammo. Will try to freeze ammo in MP :wink:
-
but still: what is this Opcode?
-
Opcode (value) is the code of the assembler operation to be performed at a certain memory location (adress). In this case it's 90 90 which means
130B68D5 90
130B68D6 90
90 means NOP (no operation)
130B68D5 NOP
130B68D6 NOP
Initlally the opcode was someting else, it decreased the ammo. So by NOPing it I just removed the subtract command, and so the value was frozen.
Btw tested ammo for the MP. It's server based, it's also different adresses. In MP I get 2 adresses. One that is the on-screen value (the output number, the one you see) and one which allowed me to fire (without bullets) when my bullets were 0, when I froze it)
-
good news, i was able to do unlimited ammo with artmoney for the L85A2 (the best weapon IMHO)
will see if i can do a trainer
-
ok bad news =P
in not sure but i think that unlimited ammo only worls on modyfied servers
what i did was not to freeze the bullets i froze the magazins
i worked and i built a trainer but after buying the wepon again it diddnt work anymore, so the address must be random
-
Must have very dynamic memory :(
-
Ok I will fix the DMA, what did you search for when you searched for mags?
-
will check everything again later, im unsure if it worked anyway because i was able to reload unlimited times but i acctually diddnt shoot
but first ill take a look if a "superman" trainer is possible or if the the value is dynamic again
-
post what u searched for in the mags and mullah will get rid of the DMA because i cant be bothered just now
-
will check everything again later, im unsure if it worked anyway because i was able to reload unlimited times but i acctually diddnt shoot
but first ill take a look if a "superman" trainer is possible or if the the value is dynamic again
We could just host an XML script file (2kb) for them to place in their soldner folder I think. :roll:
-
yes sure, but im sure the devs will disallow to play with modifyed .xml files in the future
doing it in the memory is better cuz its harder to fix for them
-
im having problems in finding the value for the jump height, i always get more than 700.00 search results,
but ive found a way to increase the walking speed without using any external program:
go to:
SoldnerBetaDemo\Game\Content\Data\Xml\ObjectDataBase\Soldier\SoldierDescriptions.xml
and copy and paste this:
it gives you superjump and manual done speedhack
if i can find the values in the memory a trainer will be done
<?xml version="1.0"?>
<xml>
<Soldiers>
<Soldier
sModel="Soldier_USA_02"
iHealth="100"
iHealthThreshold="50"
iMaxWoundedHealth="80"
iMaxLimboThreshold="50"
sFootsteps="FootstepsGras01"
sDeaths="soldier"
fMinMoveScale="5.66"
fMaxMoveScale="3.25"
fVerticalMoveScale="3.6"
fLowHeight="0.1"
fMediumHeight="0.45"
fCriticalHeight="0.7"
iDamagePerMeter="5"
fJumpUpForce="65.6"
fJumpForwardForce="25.5"
fBlockingTerrainNormalY="0.625"
fNoFallHeight="0.1"
fJumpContactOffset="0.25"
fJumpContactDistance="2.0"
fJumpContactRange="0.5"
fHopMinHeight="0.75"
fHopMaxHeight="1.7"
fClimbMinHeight="1.7"
fClimbMaxHeight="3.0"
iDeathTimeOut="10"
iSprintTime="-1"
fSprintIncrease="1.0"
fSprintDecrease="1.0"
fDropItemPower="1.3"
fRiquochet="1.0"
fBlownAwayFactor="0.003"
fBlownAwayMax="5.0"
vCam1stPerson = "0.0 0.01 0.02"
vCamZoomed = "0.0 0.02 0.04"
vCam3rdPersonStand = "0.0 0.0 -0.35"
vCam3rdPersonKneel = "0.0 0.0 -0.25"
vCam3rdPersonProne = "0.0 0.0 0.0"
vCamHeight = "0.175 0.13 0.0"
vCamRecoilVector = "0.001 0.002 0.005"
fMinWeaponLength = "0.05"
fMaxWeaponLength = "0.15"
iKneelAimDelimiter = "1"
fKneelMinLimit = "0.25"
fKneelMaxLimit = "1.0"
iProneAimDelimiter = "1"
fProneMinLimit = "0.1"
fProneMaxLimit = "0.12"
iMinParachuteHeight = "25"
iMaxParachuteSpeed = "270"
iTicksPerWaterDamage = "50"
fSlowingDownWaterDepth = "0.075"
fBeginSwimWaterDepth = "0.140"
fEndSwimWaterDepth = "0.120"
fSwimCamSurfaceOffset = "0.05"
iMaxDiveTime = "15"
fAscentSpeed = "0.08"
fDescentSpeed = "0.05"
fDiveSpeedSlowDown = "1.25"
fItemReachDistance = "0.1"
fItemSearchRadius = "1.0"
/>
</Soldiers>
<Effects
sWater = "Footsteps_WaterFX"
sBubble = "DivingBubblesFX"
/>
<Reticle
fMoveFactor="10.0"
fHeartBeatFactor="1.0"
fAimFactor="3.0"
fRestFactor="1.0"
fRecoilFactor="0.1"
fAccuracyScale="0.1"
iPulseMin="60"
iPulseMax="180"
fPulseInc="2.0"
fPulseDec="5.0"
fReticleMin="0.01"
fReticleMax="0.2"
fReticleExtMax="0.3"
fRetSizeToAccuracy="2.0"
/>
<waypoint_marker
iSize="15"
iBorderTop="60"
iBorderLeft="30"
iBorderRight="30"
iBorderBottom="175"
/>
<hud>
<compass bEnabled="true" fX="0.5" fY="0.05"/>
</hud>
<Damage
fHead="2.5"
fSpine="1.0"
fLeg="0.5"
fFoot="0.2"
fHand="0.5"
fArm="0.7"
/>
<Aerodynamics>
<Falling
fRotationSpeed="3.0"
fMovementScale="-0.08"
fDriftScale="-0.02"
fRollToYawScale="0.5"
fDampFactor="0.98"
fAccelerationFactor="0.3"
fRollPitchToVertical="0.27"
fMaxFallVelocity="-5.9"
fMaxRoll="30.0"
fMaxPitch="70.0"
fPitchOffset="-10.0"
fPoseBlending="2.0"
/>
<Parachute
fRotationSpeed="2.5"
fMovementScale="-0.06"
fDriftScale="-0.07"
fRollToYawScale="0.1"
fDampFactor="0.96"
fAccelerationFactor="5.2"
fRollPitchToVertical="0.07"
fMaxFallVelocity="-2.52"
fMaxRoll="80.0"
fMaxPitch="70.0"
fPitchOffset="-10.0"
fPoseBlending="1.75"
/>
</Aerodynamics>
<grenade_attack
fDefaultAngle="0.61"
fStartSpeed="20.0"
fDefaultAltAngle="0.61"
fAltStartSpeed="10.0"
fLaunchTime = "0.601"
/>
<Sounds>
<Trigger
sTriggerName="Noise"
bUpdatePos="false"
iLifeTime="1000"
fSize="0"
/>
<None sSound=""/>
<HeartbeatPrimary sSound="heartbeat_primary"/>
<HeartbeatSecondary sSound="heartbeat_secondary"/>
<BreathSlow sSound="BreathSlow"/>
<BreathMed sSound="BreathMedium"/>
<Jump sSound="Soldier_Jump" sTriggerSize="0.6"/>
<FallLow sSound="Soldier_Hit_Low" sTriggerSize="0.6"/>
<FallMed sSound="Soldier_Hit_Medium" sTriggerSize="1"/>
<FallHight sSound="Soldier_Hit_Heavy" sTriggerSize="2"/>
<HitLight sSound="Soldier_Hit_Low" sTriggerSize="0.4"/>
<HitMed sSound="Soldier_Hit_Medium" sTriggerSize="0.8"/>
<HitHard sSound="Soldier_Hit_Heavy" sTriggerSize="1.6"/>
<Die sSound="Soldier_Death" sTriggerSize="2"/>
<ThrowItem sSound="GrenadeThrow" sTriggerSize="0.4"/>
<PickUpItem sSound="Equip3" sTriggerSize="0.2"/>
<DropItem sSound="ItemDrop8" sTriggerSize="0.5"/>
<TakeKnife sSound="KnifeIn" sTriggerSize="0.2"/>
<PutAwayKnife sSound="KnifeOut" sTriggerSize="0.2"/>
<SwingKnife sSound="Knife_Swing" sTriggerSize="0.4"/>
<TakePistol sSound="Pistol45_Slide_In" sTriggerSize="0.4"/>
<PutAwayPistol sSound="Pistol45_Slide_Out" sTriggerSize="0.4"/>
<TakeRifle sSound="WeaponHandling" sTriggerSize="0.8"/>
<PutAwayRifle sSound="WeaponHandling" sTriggerSize="0.8"/>
<TakeLauncher sSound="WeaponHandling" sTriggerSize="1.6"/>
<PutAwayLauncher sSound="WeaponHandling" sTriggerSize="1.6"/>
<TakeItem sSound="Equip1" sTriggerSize="0.4"/>
<PutAwayItem sSound="Equip2" sTriggerSize="0.4"/>
<ChangeMode sSound="ScopeAdjustment" sTriggerSize="0.1"/>
<Parachute sSound="Parachute" sTriggerSize="1.0"/>
<Impact sSound="ImpactSoldner" sTriggerSize="1.0"/>
<FootStepGras sSound="FootstepGeneral" sTriggerSize="0.5"/>
<FootStepConcrete sSound="WalkConcrete" sTriggerSize="0.5"/>
<FootStepMetal sSound="WalkMetal" sTriggerSize="0.5"/>
<FootStepMud sSound="WalkMud" sTriggerSize="0.5"/>
<FootStepSnow sSound="WalkSnow" sTriggerSize="0.5"/>
<FootStepCrouch sSound="Crouching" sTriggerSize="0.5"/>
<FootStepWaterClose sSound="FootstepsCloseWater" sTriggerSize="0.5"/>
<FootStepWater sSound="FootstepsWater" sTriggerSize="0.5"/>
<ScopeAdjust sSound="ScopeAdjustment" sTriggerSize="0.1"/>
<HealthReduce sSound="HealthReduce" sTriggerSize="0.1"/>
<Ladder sSound="LadderWood" sTriggerSize="1.0"/>
<ClimbMetalFence sSound="MetalFence" sTriggerSize="0.5"/>
<ClimbStoneWall sSound="StoneWall" sTriggerSize="0.5"/>
<ClimbWoodenFence sSound="WoodenFence" sTriggerSize="0.5"/>
<DiveBubbles sSound="BreathMedium" sTriggerSize="0.1"/>
<Drowning sSound="Drowning" sTriggerSize="0.1"/>
<HealthIncreased sSound="BreathMedium" sTriggerSize="0.1"/>
</Sounds>
<AIData>
<spStand sMoveTriggerSize="1" sStandTriggerSize="0"/>
<spKnee sMoveTriggerSize="0.5" sStandTriggerSize="0"/>
<spLaying sMoveTriggerSize="0.3" sStandTriggerSize="0"/>
<spKneeToLaying sMoveTriggerSize="0.5" sStandTriggerSize="0.5"/>
<spLayingToKnee sMoveTriggerSize="0.5" sStandTriggerSize="0.5"/>
<spStandToKnee sMoveTriggerSize="0.5" sStandTriggerSize="0.5"/>
<spKneeToStand sMoveTriggerSize="0.5" sStandTriggerSize="0.5"/>
<spRunToCrouch sMoveTriggerSize="1" sStandTriggerSize="1"/>
</AIData>
</xml>
-
These two are all you need to change:
fMinMoveScale="5.66"
fMaxMoveScale="3.25"
Why did you paste the whole code?
Also you can change these
fSprintIncrease="1.0"
fSprintDecrease="1.0"
for your sprinting speed.