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Thread: Fire direction/angles

  1. #21
    Corporal guiismiti's Avatar
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    If I'm not asking too much, could you upload your finder icon shader please? I only have 1.3 installed, I'd like to see how it is. The code works well.


    Editted amazing...
    Last edited by guiismiti; 11th June 2015 at 02:26.
    set logfile 2

  2. #22
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    guiismiti (11th June 2015)

  4. #23
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    Quote Originally Posted by serthy View Post
    setEntTarget() is CoD4 only, you can use Tally's code, but you need to set the origin of the hud every frame to the players origin (this looks abit laggy though)
    No, it's in COD2 for sure but it must be Single Player only.

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    serthy (11th June 2015)

  6. #24
    Global Mossaderator Mitch's Avatar
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    Quote Originally Posted by Tally View Post
    No, it's in COD2 for sure but it must be Single Player only.
    Indeed, it is only available in SP. But it might be possible to port it to MP.
    Edit: isn't in SP either. I posted the wrong function.. (for turret).

    COD4
    PHP Code:
    int __cdecl sub_808F8EA(int a1)
    {
      
    int *v1// ebx@2
      
    int result// eax@3
      
    char v3// [sp+8h] [bp-10h]@0

      
    if ( HIWORD(a1) == )
      {
        
    v1 = &dword_8335620[43 * (unsigned __int16)a1];
      }
      else
      {
        
    sub_815F134("not a hud element");
        
    v1 0;
      }
      
    result sub_80C76EC(0);
      
    v1[4] = *(_DWORD *)result;
      if ( !(*(
    _BYTE *)(result 246) & 0x10) )
        
    result sub_81228D4(
                   
    15,
                   
    "SetTargetEnt() called on a non-broadcasting entity, may not show in client snapshots.",
                   
    v3);
      return 
    result;

    COD2 turrent setTargetEntity (not a hud function, oops).
    PHP Code:
    int __cdecl GScr_SetTargetEntity(int a1)
    {
      
    char *v1// ebx@2
      
    int v2// ebx@3
      
    int result// eax@3
      
    char v4// al@5
      
    int v5// eax@5
      
    int v6// ebx@5

      
    if ( HIWORD(a1) )
      {
        
    Scr_ObjectError("not an entity");
        
    v1 0;
        if ( 
    v10C )
          goto 
    LABEL_3;
      }
      else
      {
        
    v1 = (char *)&g_entities 508 * (unsigned __int16)a1;
        if ( *((
    _DWORD *)v1 67) )
        {
    LABEL_3:
          
    v2 = *((_DWORD *)v1 67);
          
    result Scr_GetEntity(0);
          *(
    _DWORD *)(v2 16) = result;
          return 
    result;
        }
      }
      
    v4 SL_ConvertToString(*((_WORD *)v1 140));
      
    v5 va("entity type '%s' is not a turret"v4);
      
    Scr_Error(v5);
      
    v6 = *((_DWORD *)v1 67);
      
    result Scr_GetEntity(0);
      *(
    _DWORD *)(v6 16) = result;
      return 
    result;

    Last edited by Mitch; 13th June 2015 at 12:29.

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  8. #25
    Sergeant serthy's Avatar
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    Nice

    Quote Originally Posted by Mitch View Post
    PHP Code:
        v1 = (char *)&g_entities 508 * (unsigned __int16)a1;
        if ( *((
    _DWORD *)v1 67) ) 
    How do you know such things? (magic numbers etc)

  9. #26
    Global Mossaderator Mitch's Avatar
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    Quote Originally Posted by serthy View Post
    Nice



    How do you know such things? (magic numbers etc)
    I searched it that function name in the Mac binary. It contains all the functions names and more.

    Edit: you only need the code within else curly brackets.
    Last edited by Mitch; 11th June 2015 at 10:19.

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    filthy_freak_ (11th June 2015)

  11. #27
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    Quote Originally Posted by Mitch View Post
    I searched it that function name in the Mac binary. It contains all the functions names and more.
    Rawr. If I had known this I could have probably saved 10+ hours going through code.

    EDIT: Could you upload the mac binaries for those of us that have never touched a mac?
    Last edited by filthy_freak_; 11th June 2015 at 11:58.

  12. #28
    Global Mossaderator Mitch's Avatar
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    https://.../libcod/binaries.7z
    Contains both 1.0 binary for MP and SP.
    Last edited by kung foo man; 11th June 2015 at 16:26. Reason: Please share such stuff per PM/Steam, not sure on legal issues

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  14. #29
    Corporal guiismiti's Avatar
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    Changing topic again, but still with the AC-130, not sure if I can solve this one.

    I simply like the fire sounds from COD4, but I can't find them.
    I know I can find the regular weapon sounds in the mod tools, but not the AC-130.

    I found this, in a sound aliases file (common.csv) from the mod tools:
    Code:
    #AC-130 Weapon Sounds,,,,,,,,,,,,,,,,,,,,,,,
    ac130_gunready,,null.wav,1,1,na,,,750,12000,auto,,,,0.9,ac130,,,,,,,,
    ac130_25mm_fire,,ac130/ac130_25mm_fire_rev01sh2.wav,0.37,0.37,explosion,0.7,0.7,11500,12000,weapon2d,,,,0.9,ac130,,,,,,ac130weapon,,0.3
    #ac130_25mm_fire,,ac130/ac130_25mm_fire_rev01sh2.wav,0.18,0.18,explosion,1.1,1.1,11500,12000,weapon2d,,,,0.9,ac130,,,,,,,,0.1
    ac130_40mm_fire,,ac130/ac130_40mm_fire_c2.wav,0.75,0.8,explosion,0.85,0.95,11500,12000,weapon2d,,,,0.9,ac130,,,ac130_40mm_reload,,,ac130weapon,,0.5
    #ac130_40mm_fire,,weapons/test/ac130_40mm_fire_d1.wav,1,1,explosion,0.85,0.95,11500,12000,weapon2d,,,,0.9,ac130,,,ac130_40mm_reload,,,,,0.2
    #ac130_40mm_fire,,weapons/50cal/weap_50cal_temp_v2.wav,1,1,explosion,0.9,0.9,11500,12000,weapon2d,,,,0.9,ac130,,,ac130_40mm_reload,,,,,0.2
    #ac130_40mm_fire,,ac130/ac130_40mm_fire_rev01.wav,0.21,0.21,explosion,1.25,1.35,11500,12000,weapon2d,,,,0.9,ac130,,,ac130_40mm_reload,,,,,0.2
    ac130_105mm_fire,,ac130/ac130_105canon_fire.wav,0.45,0.45,explosion,0.7,0.8,11500,12000,weapon2d,,,,0.9,ac130,,,ac130_105mm_reload,,,ac130weapon,,0.65
    #ac130_105mm_fire,,ac130/ac130_105canon_fire.wav,0.2,0.2,explosion,0.7,0.8,11500,12000,weapon2d,,,,0.9,ac130,,,ac130_105mm_reload,,,,,0.4
    ac130_40mm_reload,,ac130/ac130_40mm_reload.wav,0.3,0.3,explosion,0.95,1.05,11500,12000,reload2d,,,,0.9,ac130,,,,,1000,ac130weapon,,
    #ac130_40mm_reload,,ac130/ac130_40mm_reload.wav,0.12,0.12,explosion,0.95,1.05,11500,12000,reload2d,,,,0.9,ac130,,,,,1000,,,
    ac130_105mm_reload,,ac130/ac130_105canon_reload.wav,0.7,0.7,explosion,0.9,0.9,11500,12000,reload2d,,,,0.9,ac130,,,,,2000,ac130weapon,,
    #ac130_105mm_reload,,ac130/ac130_105canon_reload.wav,0.12,0.12,explosion,0.95,1.05,11500,12000,reload2d,,,,0.9,ac130,,,,,2000,,,
    ac130_weapon_switch,,user_interface/ui_text_beep1.wav,0.25,0.25,vehicle,1.5,1.6,500000,,local2,,,,0.9,ac130,,,,,,,,
    Tried googling the wav file names, no success.

    Anybody has any idea? It should be ripped somewhere.
    set logfile 2

  15. #30
    Assadministrator IzNoGoD's Avatar
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    wav files are compiled into the .ff and as far as i know there is no way to extract them again (unless you record them ingame ofcourse)
    For stock sounds you could look in the raw/sound folder, but there is no ac130 folder in there
    "Does not work" is an error report for a bug between keyboard and chair.

    All hail Artie Effem

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