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is possible, i make an anti cinematic editing the gamex86.dll and mohaa.exe in the game without an client?
i have the anti leave_t here, and i will make anything similar with this code, for kick player when he is send this cmd
Sorry I was AFK. I'm glad you liked my leave_team fix. How is it working for you? I'm assuming everything is working well at this point.
Anywho regarding your question I was AFK for most of yesterday & today so I couldn't answer it sooner.
I never really understood the point of cinematic to begin with. I know what it does (allows the client to hear the enemy & the surroundings better), but I honestly don't play with sound because I usually just listen to music haha.
I will have to look into how cinematic works before I can tell you if it's possible or not. I think you CAN filter out certain sounds, but it's not easy and as you can probably imagine there are ALOT of sounds.
BTW lcdl, I don't think you can do it by editing the dll or exe directly. I would imagine you would have to do it through wombat's gamex wrapper.
Edit: Potential Resolution
This is untested, so please let me know if this will work.
You can create a new structure in gamex86.h like this
Give this a go & let me know how it works out. If I have enough time I'll try to implement it & test it & then release it under the "Educational\Informational" thread.
thanks mod hippy, i have the wrapper, and i make all that you say, but i dont know to create a .dll, what program i use to create a .dll with this files?
i downloaded the visual studio 2008, and installed the visual c++ 2008 and the visual basic 2008
in c++ 2008 i dont can create the dll, now in visual basic dont have the option "build", and the save option dont include .dll file
what program in visual studio you specific use for compile these arquives to a .dll ?
im trying to open the gamex86.h for create a .dll
you have to open it in visual c not visual basic.
If you hit f7 it will compile and put the dll in a debug or release folder.
You would open the "gamex86.dsw" or fgame.dsw file. It may ask you to convert the project to be compatible woth vs 2008. Hit yet & let it do it, then everything should work from there.
"[ code ]" & "[ /code ]" tags. Put the ones that have the errors & I'll look at it and try to help you with it.
Edit: I got the link from t10101, I'll walk you through this.
1. Double click on gamex86.dsw & open with visual c++ 2008 (part of Visual studio 2008)
2. When it asks you to convert this project select "Yes to All"
3. Once it opens up to the workspace, on the left side you will see the "Solution Explorer" make sure from the bottom of that, that you are on the first tab labeled "Solution Explorer" if you're not already on that. When you click on it you can expand the project and see the header & source files that make up that project.
I see that you renamed your header file to projecto.h If you do this, you need to make sure you add it to the project as well & that you include it globally on all files instead of gamex86.h
There is really no need for it though because you don't need projecto.h if you have gamex86.h it's the same file, for simplicity just use gamex86.h
Now for the actual project:
I'm going to do this a bit differently, so let me know if this works for you. Remove the stuff you added from above (so make sure it's just a clean project)
1. in gamex86.h @ the bottom where g_lodspawn & sv_kicklod is declared you will add your other decelerations there.
Here is what I have:
Now in clientcmds.h this is where we do the checking. You will see that it already has lod spawn done, this is merely just copy & paste & fill it with the other things we want to check for.
Now you should be able to compile everything with no errors or warnings. Just give this a test & let me know if it works. I haven't tested this, but I did walk step by step as I was writing this so it should compile no problem.
Code:
1>------ Build started: Project: gamex86_wrapper, Configuration: Release Win32 ------
1>Linking...
1> Creating library C:\Documents and Settings\Owner\Desktop\gamex86\Release\gamex86.lib and object C:\Documents and Settings\Owner\Desktop\gamex86\Release\gamex86.exp
1>Generating code
1>Finished generating code
1>Embedding manifest...
1>Build log was saved at "file://c:\Documents and Settings\Owner\Desktop\gamex86\gamex86_wrapper\Release\BuildLog.htm"
1>gamex86_wrapper - 0 error(s), 0 warning(s)
========== Build: 1 succeeded, 0 failed, 0 up-to-date, 0 skipped ==========
Obviously don't forget to rename the original gamex86.dll to gamex86mohaa.dll and then place the compiled one in the same directory (should be main).
The above link is the same, but I updated the file. I tested it & it should work. This is still using wombat's wrapper, but it was also modified by elgan with added functions As well as some of my added stuff.
man, i have tested your new files, your gamex86.dll with 80 kb
when i hit cinematic, show in console "bad or missed command"
but i have the cinematic.cfg in main folder, with seta cinematic "1", and i write in unnamed, exec cinematic.cfg, and the cinematic start normally
i have tested the leave_team cmd, and i have droped the team from spectator normally
but i have only tested this in my client for any server without this fix,
this fix only work when i am the server?
yes, this fix is serverside not clientside.
So the server would have to use this file for it to work.
When you use leave_team in a game or lod_spawn in a game it disconnects the client. Since I'm guessing your hosting on your local machine without running a dedicated server, you can't tell whether or not it's working. You'll need to create a dedicated server. When you select the map before you start the server & load the map, there's a small checkbox title "dedicated server", make sure you check that then start it. It will run the server in console mode. You will then start another MOHAA process (on top of the one that's already running don't close that one), then you will goto join games and select Lan games. Your server should show up in there and just double click on it. Now you can go ahead and test the fixes in clientmode.
As I mentioned lod_spawn & leave_team when they are entered into console they will force the client to disconnect, with cinematic it's a bit different. It won't disconnect the client instead it will say that it will go from normal:normal to none:none and then force itself back to normal:normal so it stops cinematic from working.