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Old 01-24-2012, 09:02 PM   #41
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Old 01-24-2012, 09:05 PM   #42
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What SDK should I use for this?
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Old 01-24-2012, 09:09 PM   #43
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Quote:
Originally Posted by camsterguy View Post
What SDK should I use for this?
TheFeckless UE3 SDK Generator
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Old 01-24-2012, 09:26 PM   #44
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Quote:
Originally Posted by camsterguy View Post
What SDK should I use for this?
Hey camster, Like said any new SDK will work. Dump your own so you know you are up to date.

There are plenty of easier ways to remove recoil.

Also there are some possible ways inside AcAPBPawn Just have a browse and see what you find.
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Old 01-28-2012, 09:44 PM   #45
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Quote:
Originally Posted by HOOAH07 View Post
pPlayerController is undeclared it says.

did you declare it? or Copy and paste it in to base since AFAI Remember the pase declares it as
APlayerController* pPC = NULL;

so change it to pPC or read up a bit more and you will see what to change to keep it the same. Simplest thing tbh.

Call the no recoil inside PostRender if you wish just make sure the needed classes are valid.
Are you sure it's: APlayerController* pPC = NULL; ?
It's not rather: AcAPBPlayerController* pPC = NULL; ?

[Auto Merged - 20:51:33 UTC]

Quote:
Originally Posted by HOOAH07 View Post
There are plenty of easier ways to remove recoil.
Yea, please tell me some... Because with AcRaycastWeapon it currently crash the game.

This is the only way to remove recoil? (without including memory patch i mean)

[Auto Merged - 20:53:33 UTC]

Something wrong with?:

Code:
class AcHoldableItemManager : public AActor
{
public:
    // objects   = 83
    // functions = 55
    // children  = 28
    class AcEquipment*                                                            m_CurrentEquipment;                                                           // 0x0004 (0x023C) 0
    class AcWeapon*                                                               m_DeployedWeapons[4];                                                         // 0x0004 (0x0240) 1
    class AcWeapon*                                                               m_WitnessingWeapon;                                                           // 0x0004 (0x0250) 2
    int                                                                           m_nSelectedWeapon;                                                            // 0x0004 (0x0254) 3
    class AcItem*                                                                 m_PreviousItem;                                                               // 0x0004 (0x0258) 4
    class AcItem*                                                                 m_PrevHeldItem;                                                               // 0x0004 (0x025C) 5
    class AcItem*                                                                 m_CurrentItem;                                                                // 0x0004 (0x0260) 6
    class AcItem*                                                                 m_PendingItem;                                                                // 0x0004 (0x0264) 7
    class AcEquipableTaskItem*                                                    m_HeldTaskItem;                                                               // 0x0004 (0x0268) 8
    unsigned long                                                                 m_bSwitchingItems : 1;                                                        // 0x0004 (0x026C) 9
    unsigned long                                                                 m_bClientPendingActiveTransition : 1;                                         // 0x0004 (0x026C) 10
    unsigned long                                                                 m_bClientAttemptingReload : 1;                                                // 0x0004 (0x026C) 11
    unsigned long                                                                 m_bClientThrowingGrenade : 1;                                                 // 0x0004 (0x026C) 12
    unsigned long                                                                 m_bClientThrowingGrenadeStopFire : 1;                                         // 0x0004 (0x026C) 13
    unsigned long                                                                 m_bDuringTaskItemPickup : 1;                                                  // 0x0004 (0x026C) 14
    unsigned long                                                                 m_bIsInterrupted : 1;                                                         // 0x0004 (0x026C) 15
    unsigned long                                                                 m_bIsImmediateSwitch : 1;                                                     // 0x0004 (0x026C) 16
    unsigned long                                                                 m_bSpawnedOnClient : 1;                                                       // 0x0004 (0x026C) 17
    unsigned long                                                                 m_bNotifiedServerSpawned : 1;                                                 // 0x0004 (0x026C) 18
    TArray< class AcTaskItem* >                                                   m_SmallTaskItems;                                                             // 0x000C (0x0270) 19
    int                                                                           m_nNumSmallTaskItems;                                                         // 0x0004 (0x027C) 20
    class AcTaskItem*                                                             m_pOpenWorldCashPoolTaskItem;                                                 // 0x0004 (0x0280) 21
    class AcAPBPawn*                                                              m_OwningPawn;                                                                 // 0x0004 (0x0284) 22
    struct FScriptDelegate                                                        __OnItemChanged__Delegate;                                                    // 0x000C (0x0288) 23
    struct FScriptDelegate                                                        __UI_OnInventoryChanged__Delegate;                                            // 0x000C (0x0294) 24
    struct FScriptDelegate                                                        __UI_OnInventoryChanged2__Delegate;                                           // 0x000C (0x02A0) 25
 
private:
    static UClass* pStaticClassPointer;
 
public:
    static UClass* StaticClass ()
    {
        if ( !pStaticClassPointer )
            //pStaticClassPointer = ( UClass* )UObject::FindClass( L"Class APBGame.cHoldableItemManager" );
 
        return pStaticClassPointer;
    };
 
}; //Expected=0x2AC, Actual=0x2AC, Inherited=0x23C */

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Old 01-28-2012, 10:19 PM   #46
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What gun are you using? Like i said there are other ways. For example check AcAPBPawn class.
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Old 01-29-2012, 01:36 AM   #47
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Big hint: m_RecoilInfo

yes?
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Old 01-29-2012, 01:47 AM   #48
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I have already see that from so long time ago, it's about FPointer and readable infos etc... i'm not sure it's writable. I go to sleep it's so late, will see that tomorow.      

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Old 01-29-2012, 12:22 PM   #49
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Old 01-29-2012, 12:37 PM   #50
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Quote:
Originally Posted by Waverunner View Post
Big hint: m_RecoilInfo

yes?
Yes there are different ways depending on what gun you use. Remember you can use more than one way if you need to ( If you like using a variety of guns )

cpp:
if ( pPC->Pawn->IsA( AcAPBPawn::StaticClass() ) )
{
    LocalAcAPBPawn = (AcAPBPawn*)pPC->Pawn;

    LocalAcAPBPawn->m_RecoilInfo.m_EndTime = 0.0;// Good for star. Not sure what else since  no longer play the game
 
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Old 01-29-2012, 02:07 PM   #51
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Quote:
Originally Posted by HOOAH07 View Post
Yes there are different ways depending on what gun you use. Remember you can use more than one way if you need to ( If you like using a variety of guns )

cpp:
if ( pPC->Pawn->IsA( AcAPBPawn::StaticClass() ) )
{
    LocalAcAPBPawn = (AcAPBPawn*)pPC->Pawn;
 
    LocalAcAPBPawn->m_RecoilInfo.m_EndTime = 0.0;// Good for star.  Not sure what else since  no longer play the game
 
Wow! It finaly works. after 2 weeks of intense work. Thank you so much.

Here the result:
EDIT: Pictures removed for protecting against PB/Employees (And anonymity of some players on screens who have asked me.)      
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Old 01-29-2012, 02:57 PM   #52
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There are other options inside m_RecoilInfo that work for semi auto rifles and such but like i said i don't play it so removed most of my notes i had

Looks like you did well for a beginner
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Old 01-29-2012, 04:34 PM   #53
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Old 01-29-2012, 05:08 PM   #54

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"Fake" borders:

c++:
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DrawBox(X-1, Y-1, flWidth+2, flHeight+2, COLOR_BLACK);
DrawBox(X+1, Y+1, flWidth-2, flHeight-2, COLOR_BLACK);
DrawBox(X, Y, flWidth, flHeight, Color);
...

Same thing works for text ;D

edit:

oh well, here is it for text...

c++:
...
DrawString(X + 1, Y, Font, FontSize, COLOR_BLACK, wBuffer);
DrawString(X - 1, Y, Font, FontSize, COLOR_BLACK, wBuffer);
DrawString(X, Y + 1, Font, FontSize, COLOR_BLACK, wBuffer);
DrawString(X, Y - 1, Font, FontSize, COLOR_BLACK, wBuffer);

DrawString(X, Y, Font, FontSize, Color, wBuffer);
...
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Joe: Because you're a faggot, alright ?
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The Joker: Why so serious?
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Old 01-29-2012, 05:10 PM   #55
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Quote:
Originally Posted by lowHertz View Post
"Fake" borders:

c++:
...
DrawBox(X-1, Y-1, flWidth+2, flHeight+2, COLOR_BLACK);
DrawBox(X+1, Y+1, flWidth-2, flHeight-2, COLOR_BLACK);
DrawBox(X, Y, flWidth, flHeight, Color);
...

Same thing works for text ;D
Yep. not more hard.
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Old 01-29-2012, 07:41 PM   #56
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Old 01-29-2012, 11:54 PM   #57
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Hey HOOAH , ty for a such nice idea. I was playing with values and found something interesting.
cpp:
void NoRecoil()
{
    if(!pPC)
        return;

    AcAPBPawn *LocalAPBPawn = NULL;

           //   ******* Game crashes when checking StaticClass*********
//  if (pPC->Pawn->IsA(AcAPBPawn::StaticClass()))
    //{
        LocalAPBPawn = (AcAPBPawn *)pPC->Pawn;
    //}
    if(LocalAPBPawn)
    {
   
        LocalAPBPawn->m_RecoilInfo.m_EndTime = 0.0;    // for full auto
        LocalAPBPawn->m_RecoilInfo.m_FirstTime = 1.0; // for semi auto
        LocalAPBPawn->m_RecoilInfo.m_EndExp = 1;     // for full auto
        LocalAPBPawn->m_RecoilInfo.m_FirstExp = 0// value>0 will move your camera to the feet
    }
}
With full auto rifle crosshair doesn't move at all, and i don't feel recoil, but camera shakes while holding fire button.
With semi auto guns everything is great, no camera shaking.
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Old 01-30-2012, 02:05 AM   #58

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You should check pPC->Pawn for a NULL too.
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Old 02-01-2012, 10:03 PM   #59
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Omg, it's not so easy to remove recoil using AcAPBPawn. And i think it is real only for semi auto guns. But with such values
PHP:
LocalAPBPawn->m_RecoilInfo.m_EndTime = 0;             
LocalAPBPawn->m_RecoilInfo.m_FirstTime = 1;         
LocalAPBPawn->m_RecoilInfo.m_EndExp = 1;     
LocalAPBPawn->m_RecoilInfo.m_FirstExp = 0;
i get interesting bug : if i shoot with shotgun, recoil will be removed completely for all weapons. Variable m_RecoilInfo.m_CurrentPosition.X(Y) will stuck at value -1.#IND. It looks like a some sort of unexpected error during recoil calculation. Anyway norecoil works perfectly and game doesn't crash. It works until player dies.
I really have no idea how does recoil calculate in games, so i can't figure it out. But maybe some1 found this useful.

Last edited by erro; 02-03-2012 at 01:50 PM.
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Old 02-01-2012, 10:56 PM   #60
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How are you doing LocalAPBPawn?

Because technically if it was NULL and you only called it when it was valid it shouldn't crash once changing district as it would be NULL and wouldn't try calling it.
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