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#1
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dont think i saw that happen, would ultimately depend on how you did the hook/code rerouting i guess, im sure sheep could do it heh
i think the best method (sheep, correct me if im wrong) would be to hook the input part of the code, so you know if its the cpu doing it or the user (cpu isn't going to click the mouse or press a key for example) and then handle the building/resources etc accordingly... thats probably the best route but will require a little bit more analysis of the code and i'd expect a few more updates from ea... probably to handle balancing etc... hopefully the 'core' code wont change too much though... was 1.0 much different from 1.1/1.2 etc? if not, then perhaps using a scan option might give you the desired results (byte pattern scan..)
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bleh DO NOT PM me with questions, leave that in the forums...ESPECIALLY if i dont know you... |
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#2
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tippex.. ur certainly right on the isolation part.. its good to use such things that the pc doesnt work with such as input.. but thats usually very hard to find and even harder to cross reference with a specific point in the code, the way i do it is just a small variation on ur explanation whereby i use the ONSCREEN visuals that the computer (like input) never needs or uses.. such a drawing routine for the countdown , computer never SEES anything so will never occupy this code.. but it has 2 advantages, 1.. of course its only you using it so its 1 sided.. and 2.. the drawing code for the countdown HAS to read the value your trying to get rid of IE the build time. Im pretty sure that cali already knows this.. as hes already displayed more advanced techniques in his other trainer.. and c&c 3 was the easiest game ive come across so far for instant build being 1 sided u didnt really have to do TOO much work.. ive come across SOME games that even the computer uses the onscreen values.. what the fuck for i have no idea.. so i would assume that calis trainers DOESNt give instant build to the enemy.. but im gunna dload it tonight and have a look..
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#3
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Quote:
JFYI- i have several ways of making the invincible units, but testing has shown a need for improvements, but soon i will release invincible units. i have NO IDEA how to even begin with the NO FOG option. everything i have tried has turned up no viable code segment. i wish i knew how you traced that down. i am having alot of trouble with that. also, i cannot seem to find any code that regularly parses only the friendly units (other than when you put the mouse over them, which also can be used for enemy). i was trying to do some sort of global invincible units for friendlies, but there doesn't seem to be any code that i can come across that loops without interaction by the user that only loops through the friendlies. examining the unit structure (at least the structure that holds the health), doesn't seem to show any differences that would be useful to discern friendly from foe. i will say that there must be a second unit structure for each unit that holds the x/y/z but i haven't messed with unit movements. that structure may also hold the player number, ishuman?, team, unit rank, etc. info but i haven't traced it down yet (to be fair i haven't even tried), or perhaps the health and position structures are part of a larger single unit structure that holds alot of stuff. once again, i haven't parsed it out. any enlightenment in this area would be nice, too- thanks again for taking the time to respond here, sheep- best, Cal |
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