Post: [C#]MW3 PlayFX & Earthquake 1.24
04-25-2014, 05:37 PM #1
VezahMoDz
Do a barrel roll!
(adsbygoogle = window.adsbygoogle || []).push({}); Hi Guy's i figured that out a while ago so i thought i would share it :P

Maybe someone can get some cool things with it Winky Winky

PlayFX:
    
public static uint PlayFX(float[] Origin, int EffectIndex)
{
uint ent = (uint)RPC.Call(0x1C0B7C, Origin, 0x56);
PS3.WriteInt32(ent + 0xA0, EffectIndex);
PS3.WriteInt32(ent + 0xD8, 0);
PS3.WriteFloat(ent + 0x40, 0f);
PS3.WriteFloat(ent + 0x44, 0f);
PS3.WriteFloat(ent + 0x3C, 270f);
return ent;
}


Earthquake:
    
public static void Earthquake(int Duration, float[] origin, float radius, float scale)
{
int ent = RPC.Call(0x1C0B7C, origin, 0x5F);
PS3.WriteFloat((uint)ent + 0x5C, radius);
PS3.WriteFloat((uint)ent + 0x54, scale);
PS3.WriteFloat((uint)ent + 0x58, Duration);
PS3.WriteInt32((uint)ent + 0xD8, 0x00);
}


Have Fun with it :3

Thanks to Shark for showing me some stuff and also B1WISE for the Original Release on Ghosts :P
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The following 10 users say thank you to VezahMoDz for this useful post:

ImAzazel, kiwi_modz, Mango_Knife, John, Notorious, xProvXKiller, RaGE_LoLo69, ThePaaqoHD, zRayz-
05-20-2014, 04:38 PM #11
SMT_Unbanned
Do a barrel roll!
Freeezzzzzzzzzzeeeeeeeee
05-20-2014, 08:44 PM #12
Mango_Knife
In my man cave
Originally posted by Unbanned View Post
Freeezzzzzzzzzzeeeeeeeee


Look at page 1 of the thread, you will see whats the problem...
05-23-2014, 01:20 AM #13
kiwi_modz
I defeated!
Originally posted by Knife View Post
Look at page 1 of the thread, you will see whats the problem...


Found a really cool to use this :p can't say to much tho Winky Winky

The following user thanked kiwi_modz for this useful post:

Mango_Knife
05-23-2014, 07:42 PM #14
SMT_Unbanned
Do a barrel roll!
Can you help me with this? It dont work :(
05-30-2014, 12:08 AM #15
Js, I actually released both for every call of duty title...Also, why use effect index's?
    
//Following is ghosts+xbox, but if you understand C++, then finding this on PS3 & converting to C# shouldn't be an issue.
int LoadFX(char*effectName)
{
if(!*(int*)(0x83375128 + 0x2C)) *(int*)(0x83375128 + 0x2C) = 0x01; // This is the initializing variable with the level_local_t structure, All G_XXXIndex function's have this check, if initializing is false, that means nothing has been initialized. The check is to see if the current effect inserted has to be precached, and this check id's it to be either precached or not. Setting it to 1 (true), will make the game think everything has been initialized...therefore, all precached index's will be returned.
if(stricmp(effectName,"fx/",0x3) != 0 || stricmp(effectName,"vfx/",0x4) != 0)//cmp function's return null when both strings are equal. the 3rd param is just the length in the first param's string to check.
{
if(G_EffectIndex(effectName) != 0) return G_EffectIndex(effectName);//whole point in this if statement is to just make sure the inserted effect name is valid at all, this way there should be no issue's memory wise.
return 0;
}
return -1;
}

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