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Messages - [TKC] Daw3

Pages: [1] 2
1
Vietcong 1 & 2 / [TKC].:Nuker.cz:. in action movie's
« on: July 25, 2006, 10:04:00 am »
Hey lol, to 4. video (super jump), dobra hudba woe :D :D :D ale pochybuju, ze oni tomu rozumej tady :D

2
Vietcong 1 & 2 / any one no?
« on: June 09, 2006, 01:12:25 pm »
you can't unpack .exe files...you can only dissasemble them over reverse engine, but its only for good programmers and you are probably not, if u are asking for it....so you wont get their source code....

3
Vietcong 1 & 2 / Cbf Files pls Help
« on: June 04, 2006, 07:59:40 pm »
Quote from: n00bly
This forum is English please try to use it.


sry m8, we were just kidding about cheating on ESL  :twisted:

btw pepo:  jsem D@ve, mozna me znas, mozna ne, byl jsem asi jeden z prvnich VC cheateru u nas (mozna nejen VC).....na PG a CAC o me byly nejaky clanky etc.

2 all: I was just telling him about mine history, nothing special :)

4
Vietcong 1 & 2 / Need translate CZ ===> ENG for m_damage line
« on: June 04, 2006, 05:20:53 pm »
here's mine translation, maybe it looks quite chaotic, but I've tryied hard to translate it....


//`w_slot [slot_nr] // enable placing into slot
//`w_eqp [bes name] [eqp name] // if the character has that item, render it as addition
//`w_animgroup [anim group] // which basic animations are being used (A,B,C,D,E,F,G,....)

//`w_model [*.bes]
//`w_use [disable in water] [ no aim slowdown ] ] [ai - distance from enemy to switch on pistol]
// [disable in water] - 0 - can use in water
// 1 - cannot use in water
// [ no aim slowdown ] - 0 - normal status, with aim is playing animation with moving and aiming
// 1 - no animation while moving and aiming (like knive)


//
//`w_magazine [id] [ammotype_id] [size] [reload_time] id: 0,1
//`w_mag_reload [id] [time] [nr]
// [id] - magazine id : 0 nebo 1
// [time] - in time from starting reloading
// [ nr ] - ammo count, 0 is for all

//`w_ext [aim_mult_rot_speed] [aim_zoom] [movement slowdown] [no reload in middle]
// aim_mult_rot_speed: how is multiplyed aiming spped while turning, ideal values (0,1>
// aim_zoom : 1 is without zoom, 2 is 2x zoom etc...
// [movement slowdown] - 1 - normal speed, 0.5 - 2 times slower move
// [no reload in middle] - reload is forbidden untill the ammo magazine is empty

//`w_aimswing [stand_size] [stand_time] [crouch_size] [crouch_time] [lie_size] [lie_time] [full_swing_time]
//`w_hud [is weapon] [ammo icon id] [magazine icon id] [render aim cross]
// [is weapon] - 1 for weapons, 0 for the rest
// [ammo icon id] - icon id, first icon is 0
// [magazine icon id] - icon id, first icon is 0
// [render aim cross] - 0 - do not render cross ( snipers, knifes)
// [full_swing_time] - time, when the sight is fully moving
//`w_obstacle [obstacle_size] - size for colliding with obsatacles, default is 0.7
//`w_reload_signal [max distance] [time in anim]
// - [max distance] max distance, when the enemy hear the weapon reload
// - [time in anim] - time from pressing Reload button, when the signal came ( set from first louder sound )
//`w_bayonet [set time] [remove time] [3pv show time] [3pv hide time]


//`w_flashrot [angle in degrees]
// [angle in degrees] - degree, for its multiply does the flash randomly spinning
// - default is 1, m16 for expample.120
// - if set to 0, flash is not spinning
//`w_tracer [interval] [R] [G] [A]
// - color and mount 'traces' after shot
// - interval - which each shot does the trace( 0 - no traces, 1 - each, 5 -each fifth)
// - RGB - color of traces ( 0-255)
// - A - alpha of trace ( 0-1 )
// - previous values was: 1, 255,255,136, 1
//`w_pickinfo [first time] [second time] [second time]
// - speech player says when picking up the weapon

//`w_mp [disable drop] [disable select] [disable speceqp]



//
//Batch
//
//`w_b_new [contfire] [description id] contfire: 0 - for next batch is needed pressing the Shoot button
// description id : id of text describeing this batch (used when switching batches)
//`w_b_heardist [m] [agressive] [danger] m : distance in metres to hear the shot (pro AI)
// agressive: 0 - do not switch player's group ai to agresive mode, 1 - switch it
// danger: 0 - do not cause player's group to stop and aim, 1 - cause it
//`w_b_repeat [batchs per sec] [fullrepeat time] fullrepeat time: when the "rotacak (it means hear the heavy machine gun, probably m60) has the full speed
// v pripade pouziti (hodnota>0) only one possible(this) batch for weapon
//`w_b_snd [snd_id] sound player when batch is shot
//`w_b_magazine [id] [ammos per batch]
//`w_b_accur_run [max] [min]
//`w_b_accur_walk [max] [min]
//`w_b_accur_stand [max] [min] [absolutmax] [time_from_max_to_absolutmax]
//`w_b_accur_crouch [max] [min] [absolutmax] [time_from_max_to_absolutmax]
//`w_b_accur_lie [max] [min] [absolutmax] [time_from_max_to_absolutmax]

//`w_b_accur_aimmove [max] [min]
//`w_b_accur_aimstand [max] [min] [absolutmax] [time_from_max_to_absolutmax]
//`w_b_accur_aimcrouch [max] [min] [absolutmax] [time_from_max_to_absolutmax]
//`w_b_accur_aimlie [max] [min] [absolutmax] [time_from_max_to_absolutmax]


//`w_b_accur_firechng [deg] deg: addition of recoil after each shot
//`w_b_accur_timechng [deg] deg: how many degrees has the weapon goes more accurate per 1 second
//
//`w_b_shot [phase] [missile_id] [spread] [upforce] [upforcetime]
// phase: <0,1) - kdy tato strela vystreli v prubehu batche
// spread: random recoil of shit, independent on w_b_accur

//`w_b_shot_force_move [force x] [force y] [forcetime] [aim_force x] [aim_force y] [aim_forcetime]
//`w_b_shot_force_stand [force x] [force y] [forcetime] [aim_force x] [aim_force y] [aim_forcetime]
//`w_b_shot_force_crouch [force x] [force y] [forcetime] [aim_force x] [aim_force y] [aim_forcetime]
//`w_b_shot_force_lie [force x] [force y] [forcetime] [aim_force x] [aim_force y] [aim_forcetime]



//`w_b_shot_snd [snd_id] sound played when this shot shooting
//`w_b_shot_light [r] [g] [radius] [radius_rnd] [const_param] [const_rnd] [linear_param] [linear_rnd] [time] [time_rnd]
// r,g,b - interval 0-255


//`w_b_ai_use [min_dist] [max_dist] [first_aim_time] [shoot_time] [pause_time] [shootings_nr]
// min_dist - minimal distance to shoot, when min_dist and max_dist is 0 - version for covering fire
// - when min_dist and max_dist is 0 - version for cover fire
// - when min_dist and max_dist is <0 - version for total attack
// max_dist - max distance to shoot
// first_aim_time - how long to aim before first shoot
// shoot_time - how lond doest first shoot last
// pause_time - time before two shots
// shootings_nr - count of fire in one shooting


//Missile
//
//`m_new [id]
//`m_damage [hp] [dist_mult] [pruraz (means puncture)] hp: damage in HP
// dist_mult: how much damage has the shot after 10m (%)
// pruraz: how much percent left after shot through vest/helm %
//`m_piercing [dw_value] forcibility through materials, if the value is lower,
// then the shot is going longer, else it stops,
//`m_explode [hp] [rad]
//`m_fly [range] [speed] range: ramge, after this distance the shot is gone
// speed: beggining speed, 0 for instant shots
//`m_timelimit [time] time after what missile explodes
//`m_dropext [type] - type of drop effect (scales are defined in materials)

//`m_line [width] [time] [alpha] [color_r] [color_g] [color_b] line drawed past the shot, instant shots only!
//`m_group group_id for missile collision in dependance on material
//`m_spectype [type] 0 - normal missile, default value
// 1 - M72 grenade exploding when collision happen


// OBSOLETE KEYWORDS

//`m_model [*.bes] object, has sence for non instance missiles
//`m_collide [type] [rad] [friction] type : 0 - normal missile, collide in line
// 1 - "grenade" like,
// rad : only for type 1 - radius of collision sphere
// friction : only for type 1

5
Vietcong 1 & 2 / Re: Cbf Files pls Help
« on: June 04, 2006, 04:43:47 pm »
Quote from: com-pa-ct
Hi i am from Czech Republic and i am not good in english pls who can help me with unpacking and rewriting files C77CAC..... and save this pls. Who can this pls record small video how to or screen process very thank



compacte, doufam, ze s timhle nehodlas hrat ESL.....no alespon si ted od tebe bude kazdej moct vyzadat cheat-eye, nebo co to tam ted pouzivate....dmnc

6
Vietcong 1 & 2 / Re: hi (&#269;e?i pls pomoc)
« on: May 09, 2006, 11:28:32 pm »
Quote from: LOLOLOLOLOLOO
umi tu nekdo cesky? chtel bych zeptat nejakeho cecha , pac anglicky moc obre neumim , takze vubec nevim jak vobejit hradbu chtel bych cheatovat , ale nevim jak na to pls poradte moje icq  215055883


Hele, to si delas trochu prdel ne??? Ty vole, nauc se programovat, nepocitej s tim, ze ti tu nejakej kokot bude pomahat s cheatovanim....mozna ti reknou, co mas udelat, ale rozhodne ti nebude nikdo psat na ICQ co presne mas delat...zamysli se nad sebou demente.... :X

Sry, its Czech language guys ;)

7
Vietcong 1 & 2 / Bugs?
« on: April 12, 2006, 10:50:43 pm »
Quote from: HaniCong
Hi all(agen) :P
i was playing Dustgalss and i saw vc spawning whit m16 :?
how can i get M16 when im vietcong team?


Its admin swapping bug....Go to choosing side, then choose your class (but dont choose weapon!!), then swap yourself or by admin and then select weapon....then you can spawn as vc with us weapon...:)

8
Vietcong 1 & 2 / 206 Hradba
« on: April 12, 2006, 01:30:44 am »
Quote from: KingRuben
yes.


Yes, definitelly you can, but nothing happen, u've got vchook dll ijnected into the game, but the vchook is not active and you'll get kicked by hradba for having it injected....and u'll still get kicked until you restart game (unloading wont help)....

9
Vietcong 1 & 2 / wolfs ear for everyone ( ger.)
« on: August 17, 2005, 08:06:14 pm »
Sorry for being that stupid, but you are speaking about CBF plugin for Total Commander, but I don't know the name, i can't find it on google :(

Plz gimme exact name or better will be link, thx  :wink:

10
Vietcong 1 & 2 / coloured models?
« on: April 06, 2005, 08:59:53 pm »
Im sorry, but i cant find that plugin, can you tell me exact name of that name?? plz

11
Vietcong 1 & 2 / AIMBOT+VCHook
« on: June 18, 2004, 06:27:37 pm »
And what to remake VChook undetected and use that with color aimbot, cuz vchook have colored models, i think it will work

12
Vietcong 1 & 2 / Superjump
« on: June 18, 2004, 06:16:03 pm »
Quote from: jazznas
there is nothing to sent, particularly not to a .cz mail-address
I am sorry if i am from Czech Rep., then send it to david_jakoube@hotmail.com

13
Vietcong 1 & 2 / Re: MaSTer Mullah Omar help me plz !
« on: June 18, 2004, 06:12:59 pm »
Quote from: jayz
hello, i'm a player of vietcong and i want to know how works the OGC COloR aibmot , how set it exactly for make Headshot alsmot the time  :lol:

Thx master  8)  !


Pls i am newbie in this forum, pls can u send me a link for this color aimbot??

14
Vietcong 1 & 2 / Superjump
« on: June 18, 2004, 05:49:52 pm »
Quote from: [TKC] ~<{LTC}>~
it should work
Pls can u send me this hack to my email??? I dont have access to dev room :( pls send it on david@jakoube.cz

15
Vietcong 1 & 2 / Cheats for 1.60 Vietcong version.
« on: June 18, 2004, 05:43:56 pm »
Quote from: Blizzard
I downloaded the aim bot, but it doesn't work, what would it does in game  :oops: ?
aimbot???WHERE??? Give me a link pls :)

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