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Make obj MW3.by lewisbibo
#1
public unsafe void Fonction_Create_Object(float OBJ_Xs, float OBJ_Ys, float OBJ_Zs, float OBJ_RXs, float OBJ_RYs, float OBJ_RZs, int OBJ_Types)
{
while (true)
{
if (C_OBJ_Corection == MaxOBJ)
{
C_OBJ_Corection = MinOBJ;
break;
}

if (*((int*)(OBJ_MemNum_Base.ToInt32() + 0x274 * C_OBJ_Corection)) != 0 &&
*((int*)(OBJ_Enable_1_Base.ToInt32() + 0x274 * C_OBJ_Corection)) == 0 &&
*((int*)(OBJ_Enable_2_Base.ToInt32() + 0x274 * C_OBJ_Corection)) == 0)
{
if (OBJ_Types != 0)
{
if (OBJ_Types == Caisse_Alien)
{
if (Zcorrection == true)
{
correctionCobj = 17f;
Zcorrection = false;
}
//*((int*)(OBJ_Enable_11_Base.ToInt32() + 0x274 * C_OBJ_Corection)) = 1;
*((int*)(OBJ_Enable_9_Base.ToInt32() + 0x274 * C_OBJ_Corection)) = 2;
*((int*)(OBJ_Enable_1_Base.ToInt32() + 0x274 * C_OBJ_Corection)) = 6;
*((int*)(OBJ_Enable_3_Base.ToInt32() + 0x274 * C_OBJ_Corection)) = 17040385;//1
*((int*)(OBJ_Enable_4_Base.ToInt32() + 0x274 * C_OBJ_Corection)) = 0;
*((int*)(OBJ_Enable_5_Base.ToInt32() + 0x274 * C_OBJ_Corection)) = 16777215;
*((int*)(OBJ_Enable_6_Base.ToInt32() + 0x274 * C_OBJ_Corection)) = 1280;
*((int*)(OBJ_Enable_7_Base.ToInt32() + 0x274 * C_OBJ_Corection)) = 4096;
*((int*)(OBJ_Enable_8_Base.ToInt32() + 0x274 * C_OBJ_Corection)) = 134428352;
*((int*)(OBJ_Enable_10_Base.ToInt32() + 0x274 * C_OBJ_Corection)) = 2047;
*((int*)(OBJ_Type_1_Base.ToInt32() + 0x274 * C_OBJ_Corection)) = OBJ_Types;
*((int*)(OBJ_Type_2_Base.ToInt32() + 0x274 * C_OBJ_Corection)) = OBJ_Types;
*((float*)(OBJ_DX_Base.ToInt32() + 0x274 * C_OBJ_Corection)) = -1f;
*((float*)(OBJ_DY_Base.ToInt32() + 0x274 * C_OBJ_Corection)) = 0.25f;
*((float*)(OBJ_DZ_Base.ToInt32() + 0x274 * C_OBJ_Corection)) = 0f;
*((float*)(OBJ_Limite_XNeg_Base.ToInt32() + 0x274 * C_OBJ_Corection)) = 30f;
*((float*)(OBJ_Limite_YNeg_Base.ToInt32() + 0x274 * C_OBJ_Corection)) = 17.75f;
*((float*)(OBJ_Limite_ZNeg_Base.ToInt32() + 0x274 * C_OBJ_Corection)) = 16f;
*((float*)(OBJ_Limite_XPos_Base.ToInt32() + 0x274 * C_OBJ_Corection)) = 31f;
*((float*)(OBJ_Limite_YPos_Base.ToInt32() + 0x274 * C_OBJ_Corection)) = 18.75f;
*((float*)(OBJ_Limite_ZPos_Base.ToInt32() + 0x274 * C_OBJ_Corection)) = 17f;
*((int*)(OBJ_Enable_2_Base.ToInt32() + 0x274 * C_OBJ_Corection)) = 3;//3
*((float*)(OBJ_X_Base.ToInt32() + 0x274 * C_OBJ_Corection)) = OBJ_Xs;
*((float*)(OBJ_Y_Base.ToInt32() + 0x274 * C_OBJ_Corection)) = OBJ_Ys;
*((float*)(OBJ_Z_Base.ToInt32() + 0x274 * C_OBJ_Corection)) = OBJ_Zs + correctionCobj;
*((float*)(OBJ_cx_Base.ToInt32() + 0x274 * C_OBJ_Corection)) = OBJ_Xs;
*((float*)(OBJ_cy_Base.ToInt32() + 0x274 * C_OBJ_Corection)) = OBJ_Ys;
*((float*)(OBJ_cz_Base.ToInt32() + 0x274 * C_OBJ_Corection)) = OBJ_Zs + correctionCobj;
*((float*)(OBJ_cx2_Base.ToInt32() + 0x274 * C_OBJ_Corection)) = OBJ_Xs;
*((float*)(OBJ_cy2_Base.ToInt32() + 0x274 * C_OBJ_Corection)) = OBJ_Ys;
*((float*)(OBJ_cz2_Base.ToInt32() + 0x274 * C_OBJ_Corection)) = OBJ_Zs + correctionCobj;
*((float*)(OBJ_RX_Base.ToInt32() + 0x274 * C_OBJ_Corection)) = OBJ_RXs;
*((float*)(OBJ_RY_Base.ToInt32() + 0x274 * C_OBJ_Corection)) = OBJ_RYs;
*((float*)(OBJ_RZ_Base.ToInt32() + 0x274 * C_OBJ_Corection)) = OBJ_RZs;
*((float*)(OBJ_CRX_Base.ToInt32() + 0x274 * C_OBJ_Corection)) = OBJ_RXs;
*((float*)(OBJ_CRY_Base.ToInt32() + 0x274 * C_OBJ_Corection)) = OBJ_RYs;
*((float*)(OBJ_CRZ_Base.ToInt32() + 0x274 * C_OBJ_Corection)) = OBJ_RZs;
}
else
{
*((float*)(OBJ_X_Base.ToInt32() + 0x274 * C_OBJ_Corection)) = OBJ_Xs;
*((float*)(OBJ_Y_Base.ToInt32() + 0x274 * C_OBJ_Corection)) = OBJ_Ys;
*((float*)(OBJ_Z_Base.ToInt32() + 0x274 * C_OBJ_Corection)) = OBJ_Zs + correctionCobj;
*((float*)(OBJ_RX_Base.ToInt32() + 0x274 * C_OBJ_Corection)) = OBJ_RXs;
*((float*)(OBJ_RY_Base.ToInt32() + 0x274 * C_OBJ_Corection)) = OBJ_RYs;
*((float*)(OBJ_RZ_Base.ToInt32() + 0x274 * C_OBJ_Corection)) = OBJ_RZs;
*((int*)(OBJ_Type_1_Base.ToInt32() + 0x274 * C_OBJ_Corection)) = OBJ_Types;
*((int*)(OBJ_Type_2_Base.ToInt32() + 0x274 * C_OBJ_Corection)) = OBJ_Types;
*((int*)(OBJ_Enable_1_Base.ToInt32() + 0x274 * C_OBJ_Corection)) = 6;
*((int*)(OBJ_Enable_2_Base.ToInt32() + 0x274 * C_OBJ_Corection)) = 0;//3
*((int*)(OBJ_Enable_3_Base.ToInt32() + 0x274 * C_OBJ_Corection)) = 17039361;//1
*((int*)(OBJ_Enable_4_Base.ToInt32() + 0x274 * C_OBJ_Corection)) = 0;
correctionCobj = 0;
}
if (CountObj == true)
{
SnumObj[Nombre_ObjPrint].nobj = C_OBJ_Corection;
Nombre_ObjPrint++;
CountObj = false;
}
float PrintV = OBJ_Zs + correctionCobj;
ServerPrint("Debug Nm: " + C_OBJ_Corection + " ,Localisation X: " + OBJ_Xs + " ,Y: " + OBJ_Ys + " ,Z: " + PrintV);
OBJ_Types = 0;
C_OBJ_Corection++;
Nombre_Obj++;
OriginZ += 33f;
break;
}
}
else C_OBJ_Corection++;
}
}
Reply

#2
Object spawner? Someone should try this.
C++/Obj-Cdeveloper. Neko engine wip
Steam: Click
Reply

#3
(10-05-2013, 08:10)SailorMoon Wrote: Object spawner? Someone should try this.

Try it...

Thanks Barata...
Don't worry if things aren't the way you planned, in the end everything will solve itself...
Reply

#4
(10-05-2013, 17:31)barata Wrote:
(10-05-2013, 08:10)SailorMoon Wrote: Object spawner? Someone should try this.

Try it...

Thanks Barata...

I can't. I am @Mac. Dumb Bitch
C++/Obj-Cdeveloper. Neko engine wip
Steam: Click
Reply



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