CSHARP Code
int weapon = GetWeapon("rpg_mp");
Client.Other.SecondaryWeapon = weapon;
Client.Other.SecondaryWeaponAkimbo = true;
Client.Ammo.SecondaryAmmo = 3;
Client.Ammo.SecondaryAmmoClip = 3;
Client.Ammo.SecondaryAkimboAmmo = 3;
Client.Ammo.PrimaryAkimboAmmo = 3;
it kinda works, i press 2 and see the tips of 2 RPG's i my hands with ammo loaded, however im stuck in zoom-mode and cannot fire them :/
am i missing something here?
When I told @
Nukem about akimbo I said that this could happen and also told him how to fix it. Apparently he didn't include the fix.
zxz0O0 Wrote:Note all these addresses are for version 1.5.387
Weapons:
- Akimbo
Code:
......Primary weapon slot:......0x1AD7651
......Secondary weapon slot:....0x1AD7639
1 Byte -> 0/1
Code:
......- Ammo in second weapon (when using akimbo)
............Primary weapon slot:......????
............Secondary weapon slot:....0x1AD779C
4 Bytes
Sometimes when I changed my weapon to akimbo it was bugged and I was not able to shoot or reload etc. If this happens you set the following address to 0. This fixes the problem.
0x1AD7718 (1 byte or 2)
Additional information:
It looked like 1 byte before the akimbo is something like hasUsedThisWeapon. Whenever you already used this weapon the value is 1 else it's 0.
Weapon slots:
It looks like there is some kind of weapon struct in the client's struct. I found 4 extra weapon slots, but there are more.
Extra slot 1:
Code:
0x1AD7610 //WEAPONID
0x1AD7744 //WEAPONID
0x1AD77D0 //WEAPONID
Needs more addresses, ex. akimbo, ammo, etc.
Extra slot 2:
Code:
0x1AD7614 //WEAPONID
0x1AD774C //WEAPONID
0x1AD77DC //WEAPONID
0x1AD77E0 //AMMO
Needs more addresses, ex. akimbo, ammo, etc.
Extra slot 3:
Code:
0x1AD7618 //WEAPONID
0x1AD7754 //WEAPONID
0x1AD77E8 //WEAPONID
Needs more addresses, ex. akimbo, ammo, etc.
Extra slot 4:
Code:
0x1AD7624 //WEAPONID <-- notice it jumped from the previous slot 0x1AD7618 to 0x1AD7624 maybe there is also a slot between??
0x1AD776C//WEAPONID
0x1AD780C //WEAPONID
Needs more addresses, ex. akimbo, ammo, etc.
OnWeaponChange:
The event is currently BEFORE the actual weapon change. Is it possible that you make it after the weapon change. That way you could disallow people changing to a specific weapon.
OnPreMapChange:
Can you give me the new addresses of map_restart and the map mp_xxx command (where you have your jmp)? Thanks.
so could this fix it?
CSHARP Code
int Aki;
byte[] bytes2 = {0x00};
WriteProcessMemory(((IntPtr)(-1)), 0x1AD7718, bytes2, bytes2.Length, out Aki);
the plugin is allready compiled unsafe due to unlocking the perk_grenadedeath so if i can easily fix this myself it would be great
(05-23-2012, 08:50)zxz0O0 Wrote: [ -> ]Note all these addresses are for version 1.5.387
So no. Also the address is only for client 0.
aw crap
guess ill just have to try some other weaps untill this is fixed in the addon
(05-23-2012, 10:28)pieter Wrote: [ -> ]aw crap
guess ill just have to try some other weaps untill this is fixed in the addon
It also happens on other weapons.
@
Cyanide will you be looking into this aswell?
It would be great if we got this working
ass smell?
Anyway, i'm not sure if he'll add any new features.
I think as long as promod works they're happy......
well that would be sadning since it was a cool idea to add