TKC-Community

Hacking and Art => General Modding & Programming / Other Games => Topic started by: M. O. on May 10, 2004, 02:12:54 am

Title: Unlimited Ammo
Post 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).
Title: Unlimited Ammo
Post by: jazznas on May 10, 2004, 02:18:34 am
4 of maximum 5?
Title: Unlimited Ammo
Post by: jazznas on May 10, 2004, 03:48:40 am
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?
Title: Unlimited Ammo
Post by: Vicious on May 10, 2004, 04:55:24 am
Try adding a scope to a saw and removing the recoil :twisted:
Title: Unlimited Ammo
Post by: jazznas on May 10, 2004, 06:49:42 am
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
Title: Unlimited Ammo
Post by: M. O. on May 10, 2004, 10:35:01 am
Will try it later today
Title: Unlimited Ammo
Post by: M. O. on May 10, 2004, 06:26:52 pm
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.
Title: Unlimited Ammo
Post by: jazznas on May 10, 2004, 06:37:28 pm
eh nope, i did that trainer with TMK in 30 mins
Title: Unlimited Ammo
Post by: M. O. on May 10, 2004, 07:03:31 pm
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:
Title: Unlimited Ammo
Post by: jazznas on May 10, 2004, 07:18:20 pm
but still: what is this Opcode?
Title: Unlimited Ammo
Post by: M. O. on May 10, 2004, 07:25:59 pm
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)
Title: Unlimited Ammo
Post by: jazznas on May 10, 2004, 11:34:02 pm
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
Title: Unlimited Ammo
Post by: jazznas on May 11, 2004, 03:15:04 am
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
Title: Unlimited Ammo
Post by: Vicious on May 11, 2004, 04:05:20 am
Must have very dynamic memory  :(
Title: Unlimited Ammo
Post by: M. O. on May 11, 2004, 10:31:15 am
Ok I will fix the DMA, what did you search for when you searched for mags?
Title: Unlimited Ammo
Post by: jazznas on May 11, 2004, 08:36:33 pm
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
Title: Unlimited Ammo
Post by: [TKC]thejoker on May 11, 2004, 08:38:16 pm
post what u searched for in the mags and mullah will get rid of the DMA because i cant be bothered just now
Title: Unlimited Ammo
Post by: Vicious on May 12, 2004, 12:53:51 am
Quote from: jazznas
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:
Title: Unlimited Ammo
Post by: jazznas on May 12, 2004, 12:56:39 am
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
Title: Unlimited Ammo
Post by: jazznas on May 12, 2004, 02:37:47 am
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

Quote
<?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>







Title: Unlimited Ammo
Post by: Vicious on May 12, 2004, 02:52:43 am
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.