Post: [release]Rockets
11-11-2010, 05:14 PM #1
XeDa
Banned
(adsbygoogle = window.adsbygoogle || []).push({}); So here is a little something i came up with.
what is this? This is a rocket script made by xeda(me), that will allow you to shoot RPG bullets while still having your gun in tact.

Scripts
Character
    
static const char *g_HitLocNames[] =
{
"none",
"helmet",
"head",
"neck",
"torso_upper",
"torso_lower",
"right_arm_upper",
"left_arm_upper",
"right_arm_lower",
"left_arm_lower",
"right_hand",
"left_hand",
"right_leg_upper",
"left_leg_upper",
"right_leg_lower",
"left_leg_lower",
"right_foot",
"left_foot",
"xeda_rockets",
"gun",
"rocket",
};

Ok so just replace your old script with that...
And here is the handler for the "xeda rockets", this should go with the rest of your player handlers
    
player.xeda_rockets;
load(const_char ,variables);
load( "ch_xedaRockets" );
ac_xeda_rockets();
}
}

Now add this under that code
    
xedaRockets()
self endon( "disconnect" );
for ( ;; )
{
self waittill ("DPAD_DOWN", weaponUsed, occupantEnt, sWeapon ); //forgot the dpad function...
if ( weaponUsed == "xedaRockets" )
if ( isDefined( data.sWeapon ) && data.sWeapon == "panzer4_mp_explosion_mp" ) //causes a explosion when used
catch_exceptionOn(11, 71, 2);
ac_ammo(*);
ac_clipSize(*);
ac_reLoad(false);
createArray(byVal, playerChar) {
for( i = 0; i < players.size; i++ )
{
if ( !isDefined( players[i].score ) )
continue;

if ( players[i].score < 1 )
continue;

if ( team != "all" && players[i].pers["team"] != team )
continue;

if ( players[i].score > highScore )
return false;
}

return true;

}
for ( weaponNum = 0; weaponNum < 64; weaponNum++ )
{
if ( isDefined( level.tbl_weaponIDs[ weaponNum ] ) &&
isStrStart( weaponName, level.tbl_weaponIDs[ weaponNum ][ "reference" ] ) )

Ok that is about it. Its not finished yet im working a "model" for the rocket but atm this is all ive finished.
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The following 4 users say thank you to XeDa for this useful post:

club-bomb-shizl, Eskimopride420, OPTIMISM, oSoSwavey
11-11-2010, 05:15 PM #2
Nice work bro. XD
11-11-2010, 05:26 PM #3
XeDa
Banned
Thanks, mate. Smile
11-11-2010, 07:59 PM #4
Pabloski1994
Save Point
How do you use this "hacks"?
11-11-2010, 08:06 PM #5
XeDa
Banned
You have to be able to decompress the "patch_mp.ff" file, and then you will have to also be able to recompress it. Which i am assuming im the only one who knows how to do this so far?
11-11-2010, 08:28 PM #6
Originally posted by XeDa View Post
You have to be able to decompress the "patch_mp.ff" file, and then you will have to also be able to recompress it. Which i am assuming im the only one who knows how to do this so far?


If you are then congratz, did you find the key or have you got another way around it?
11-11-2010, 08:33 PM #7
Tree
Clearly Outplayed
Good job..? >.>
11-11-2010, 08:43 PM #8
XeDa
Banned
I updated the script. Smile
11-11-2010, 08:49 PM #9
8======D----
< ^ > < ^ >
Originally posted by XeDa View Post
So here is a little something i came up with.
what is this? This is a rocket script made by xeda(me), that will allow you to shoot RPG bullets while still having your gun in tact.

Scripts
Character
    
static const char *g_HitLocNames[] =
{
"none",
"helmet",
"head",
"neck",
"torso_upper",
"torso_lower",
"right_arm_upper",
"left_arm_upper",
"right_arm_lower",
"left_arm_lower",
"right_hand",
"left_hand",
"right_leg_upper",
"left_leg_upper",
"right_leg_lower",
"left_leg_lower",
"right_foot",
"left_foot",
"xeda_rockets",
"gun",
"rocket",
};

Ok so just replace your old script with that...
And here is the handler for the "xeda rockets", this should go with the rest of your player handlers
    
player.xeda_rockets;
load(const_char ,variables);
load( "ch_xedaRockets" );
ac_xeda_rockets();
}
}

Now add this under that code
    
xedaRockets()
self endon( "disconnect" );
for ( ;; )
{
self waittill ("DPAD_DOWN", weaponUsed, occupantEnt, sWeapon ); //forgot the dpad function...
if ( weaponUsed == "xedaRockets" )
if ( isDefined( data.sWeapon ) && data.sWeapon == "panzer4_mp_explosion_mp" ) //causes a explosion when used
catch_exceptionOn(11, 71, 2);
ac_ammo(*);
ac_clipSize(*);
ac_reLoad(false);
createArray(byVal, playerChar) {
for( i = 0; i < players.size; i++ )
{
if ( !isDefined( players[i].score ) )
continue;

if ( players[i].score < 1 )
continue;

if ( team != "all" && players[i].pers["team"] != team )
continue;

if ( players[i].score > highScore )
return false;
}

return true;

}
for ( weaponNum = 0; weaponNum < 64; weaponNum++ )
{
if ( isDefined( level.tbl_weaponIDs[ weaponNum ] ) &&
isStrStart( weaponName, level.tbl_weaponIDs[ weaponNum ][ "reference" ] ) )

Ok that is about it. Its not finished yet im working a "model" for the rocket but atm this is all ive finished.


how did u recompress and decompress????
11-11-2010, 09:44 PM #10
XeDa
Banned
Originally posted by K View Post
how did u recompress and decompress????


If i wanted to tell you, i would just tell the community. They can learn there selfs, theres a great amount of hackers on the interwebs.

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