Forum

ASSIST, AMERICA'S ARMY COMMUNITY - RELIVE THE GLORY DAYS OF AMERICA'S ARMY 2.5

Author Topic: OpenWeaponSlots  (Read 7180 times)

0 Members and 1 Guest are viewing this topic.

Offline Go_Cat75

  • Full Member
  • ***
  • Posts: 193
  • Hospital GOD
    • View Profile
Re: OpenWeaponSlots
« Reply #15 on: Friday, February 10, 2012, 23:07:34 PM »
I know it might not seam like a big deal to open weapon slots but there are Many players that want it and I hope someone at least can continue to look at this.

If someone could help me with the basics I will research what I can find, there may be something in later versions that will help.

I'm not sure what stop's us from taking the V2.6 file and using it assuming it works for win/mac/linux.

I did try this at the server level but server won't start.

Offline Spanky

  • <?php echo $opinion .' is better.'; ?>
  • Administrator
  • Posts like a Spanky!
  • *
  • Posts: 10,893
    • View Profile
    • NatesComp.com
  • AA: tigobitties
Re: OpenWeaponSlots
« Reply #16 on: Friday, February 10, 2012, 23:38:42 PM »
I'm not sure what stop's us from taking the V2.6 file and using it assuming it works for win/mac/linux.

I did try this at the server level but server won't start.

You just explained "what stop's us". Can't copy files from other versions, the bytecode changes in other builds. It takes someone knowledgeable in UScript and AA source code to do this (if it's even possible...). There's nothing stopping you from learning UScript yourself, there's plenty of information available on various hacking forums as well as the UnrealWiki.
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline BlueBlaster

  • Epic Poster
  • ******
  • Posts: 2,428
    • View Profile
Re: OpenWeaponSlots
« Reply #17 on: Friday, February 10, 2012, 23:44:17 PM »
To anyone who keeps coming here and asking if someone can do this:
Is there a way to do this? Yes, totally possible.
Do I know how to do it? I don't understand u-script :)
BUT I WANT ALL THE SLOTS OPEN BECAUSE ASDASFUAGSFUASFIANSF!? U-script.




Offline Go_Cat75

  • Full Member
  • ***
  • Posts: 193
  • Hospital GOD
    • View Profile
Re: OpenWeaponSlots
« Reply #19 on: Saturday, February 11, 2012, 06:55:06 AM »
smarter then the average bear aye Boo-Boo
  Well its not my ability its my knowledge that is lacking with code, but I'll give it a hard try..

Here is the AA V2.8.5 UScript code for bOpenAllWeaponClassSlots=True for multiplayer mode.

BITFIELD bOpenAllWeaponClassSlots : 1;   //Offset:0xA68 Size:0x4 BitMask:0x1 Flags:0x44000

Does this help?

////////////////////////////
// Name: AAGP_GameInfo
// Class: UScript
// Size: 0xCC - 0xAA0
// Flags: | CLASS_Compiled | CLASS_Config | CLASS_Parsed | CLASS_Localized |
////////////////////////////
class DLL_IMPORT AAGP_GameInfo : public AGameInfo
{
public:
   class AAI_Interface * AI_global;   //Offset:0x9D4 Size:0x4 Flags:0x0
   class AScreenplay * _Screenplay;   //Offset:0x9D8 Size:0x4 Flags:0x0
   BITFIELD bDeadGame : 1;   //Offset:0x9DC Size:0x4 BitMask:0x1 Flags:0x0
   BITFIELD bNoInventory : 1;   //Offset:0x9DC Size:0x4 BitMask:0x2 Flags:0x0
   BYTE ForceGameplay;   //Offset:0x9E0 Size:0x1 Flags:0x44000
   BITFIELD bDemoExploreTheArmyMode : 1;   //Offset:0x9E4 Size:0x4 BitMask:0x1 Flags:0x44000
   TArray< class AInternetInfo *> AuthList;   //Offset:0x9E8 Size:0xC Flags:0x400000
   INT MaxAuthConnections;   //Offset:0x9F4 Size:0x4 Flags:0x0
   INT ServerAuthFailures;   //Offset:0x9F8 Size:0x4 Flags:0x0
   FLOAT NextAuthTime;   //Offset:0x9FC Size:0x4 Flags:0x0
   BITFIELD fAuthNotAvailableLastAuthAttempt : 1;   //Offset:0xA00 Size:0x4 BitMask:0x1 Flags:0x0
   BITFIELD bFakeFail : 1;   //Offset:0xA00 Size:0x4 BitMask:0x2 Flags:0x0
   BITFIELD bEnableMapTesting : 1;   //Offset:0xA00 Size:0x4 BitMask:0x4 Flags:0x44000
   BITFIELD bEnableCodeTesting : 1;   //Offset:0xA00 Size:0x4 BitMask:0x8 Flags:0x44000
   BITFIELD bDisableTakeDamageViewShift : 1;   //Offset:0xA00 Size:0x4 BitMask:0x10 Flags:0x44000
   BITFIELD bDEBUGDisablePlayerVehicles : 1;   //Offset:0xA00 Size:0x4 BitMask:0x20 Flags:0x0
   BITFIELD bDEBUGDisableAIVehicles : 1;   //Offset:0xA00 Size:0x4 BitMask:0x40 Flags:0x0
   INT iMaxAINPCsToSpawn;   //Offset:0xA04 Size:0x4 Flags:0x44000
   FLOAT fpMaxNPCToPlayerRatio;   //Offset:0xA08 Size:0x4 Flags:0x44000
   INT iMaxPlayerVehiclesToSpawn;   //Offset:0xA0C Size:0x4 Flags:0x0
   INT iMaxAICivilianNPCsToSpawn;   //Offset:0xA10 Size:0x4 Flags:0x0
   INT iMaxAISpotterNPCsToSpawn;   //Offset:0xA14 Size:0x4 Flags:0x0
   INT iMaxAIVehiclesToSpawn;   //Offset:0xA18 Size:0x4 Flags:0x0
   INT iMaxT62sToSpawn;   //Offset:0xA1C Size:0x4 Flags:0x0
   INT iMaxBMPsToSpawn;   //Offset:0xA20 Size:0x4 Flags:0x0
   INT iMaxBTRsToSpawn;   //Offset:0xA24 Size:0x4 Flags:0x0
   BITFIELD bAutoAT : 1;   //Offset:0xA28 Size:0x4 BitMask:0x1 Flags:0x44000
   TArray< class ANPCPlayerStart *> anpcpsPSToSpawn;   //Offset:0xA2C Size:0xC Flags:0x400000
   INT iNPCPSSpawnIndex;   //Offset:0xA38 Size:0x4 Flags:0x0
   INT iNPCsSpawned;   //Offset:0xA3C Size:0x4 Flags:0x0
   INT iPlayersSpawned;   //Offset:0xA40 Size:0x4 Flags:0x0
   INT iMustSpawnNPCsSpawned;   //Offset:0xA44 Size:0x4 Flags:0x0
   INT iCivilianNPCsSpawned;   //Offset:0xA48 Size:0x4 Flags:0x0
   INT iNPCSpottersSpawned;   //Offset:0xA4C Size:0x4 Flags:0x0
   INT iT62sSpawned;   //Offset:0xA50 Size:0x4 Flags:0x0
   INT iBMPsSpawned;   //Offset:0xA54 Size:0x4 Flags:0x0
   INT iBTRsSpawned;   //Offset:0xA58 Size:0x4 Flags:0x0
   INT iAIVehiclesSpawned;   //Offset:0xA5C Size:0x4 Flags:0x0
   FLOAT fpNPCSpawnDelay;   //Offset:0xA60 Size:0x4 Flags:0x44000
   FLOAT fpNPCInitialSpawnDelay;   //Offset:0xA64 Size:0x4 Flags:0x44000
   BITFIELD bOpenAllWeaponClassSlots : 1;   //Offset:0xA68 Size:0x4 BitMask:0x1 Flags:0x44000
   FLOAT fpAIDifficultyLevelVisionModifer;   //Offset:0xA6C Size:0x4 Flags:0x0
   FLOAT fpAIDifficultyLevelHearingModifer;   //Offset:0xA70 Size:0x4 Flags:0x0
   FLOAT fpAIDifficultyLevelExperienceModifer;   //Offset:0xA74 Size:0x4 Flags:0x0
   FLOAT fpAIDifficultyLevelWeaponAccModifer;   //Offset:0xA78 Size:0x4 Flags:0x0
   FLOAT fpAIDifficultyLevelWeaponRangeModifer;   //Offset:0xA7C Size:0x4 Flags:0x0
   FLOAT fpAIDifficultyLevelMortarSkillModifer;   //Offset:0xA80 Size:0x4 Flags:0x0
   FLOAT fpAIDifficultyLevelMentalStateModifer;   //Offset:0xA84 Size:0x4 Flags:0x0
   class FString ServerToursDownloadServer;   //Offset:0xA88 Size:0xC Flags:0x444000
   class USound * sndESSS2Introduction;   //Offset:0xA94 Size:0x4 Flags:0x0
   INT iDelayedRoundStartTimeSeconds;   //Offset:0xA98 Size:0x4 Flags:0x44000
   BITFIELD bDisableESS : 1;   //Offset:0xA9C Size:0x4 BitMask:0x1 Flags:0x44000

   virtual ~AAGP_GameInfo();
   // Functions

};

Offline Go_Cat75

  • Full Member
  • ***
  • Posts: 193
  • Hospital GOD
    • View Profile
Re: OpenWeaponSlots
« Reply #20 on: Saturday, February 11, 2012, 07:22:16 AM »

unless u wanna slap
bOpenAllWeaponClassSlots=True
in the correct spot in the 2.5 ini and hope for a miracle....

Been there done that (step 1 about 4 weeks ago) no miracle still.

This is for V2.6.0 but I have this for - AGP_GameDeathMatch.MatchOver.OpenWeaponClass.uc
Found it in the AGP_Gameplay.u file

Not sure this is what we want, but if I find the right code here couldnt we recompile the V2.5 file with the code and get this to work?

function OpenWeaponClass ()
{
  local(None) Controller C;

  C // 0x00000019 : 0x0000
  switch (return ControllerList) // 0x0000001D : 0x0006
  {
    stop // 0x00000025 : 0x0011
}

Offline Go_Cat75

  • Full Member
  • ***
  • Posts: 193
  • Hospital GOD
    • View Profile
Re: OpenWeaponSlots
« Reply #21 on: Saturday, February 11, 2012, 10:12:29 AM »
Looks like the multiplayer openweapon slots was not introduced until V2.8.0...  I though it was earlier.

Offline Spanky

  • <?php echo $opinion .' is better.'; ?>
  • Administrator
  • Posts like a Spanky!
  • *
  • Posts: 10,893
    • View Profile
    • NatesComp.com
  • AA: tigobitties
Re: OpenWeaponSlots
« Reply #22 on: Saturday, February 11, 2012, 14:59:53 PM »
VendorX is working on this. He just supplied me with the first test mod but it crashed the server. Probably won't be long before there's a working version.
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline BlueBlaster

  • Epic Poster
  • ******
  • Posts: 2,428
    • View Profile
Re: OpenWeaponSlots
« Reply #23 on: Saturday, February 11, 2012, 16:27:27 PM »
VendorX is a beast.

BTW go cats, the code that you somehow managed to extract is not exactly functional. There's some extra stuff (hex offesets, flags, etc) going on that will not allow it to compile (you can just remove it it's not a big deal), but then the word BITFIELD is wrong and should be BOOL. I'd like to know what program you used to get that code lol. Because the code looks debugged to the max with all those comments.



Offline Spanky

  • <?php echo $opinion .' is better.'; ?>
  • Administrator
  • Posts like a Spanky!
  • *
  • Posts: 10,893
    • View Profile
    • NatesComp.com
  • AA: tigobitties
Re: OpenWeaponSlots
« Reply #24 on: Sunday, February 12, 2012, 20:26:34 PM »
For those interested, VendorX decompiled the AGP_Gameplay.u provided in the link in the original post. I added it to the original post. He also had this to say:

Quote
WeaponSlots - First code was good, but for Tournament Mode...:) My bad... Now i have second that should work in 99%, but can't compile with UE2RT. Problem is that even if i recompile engine.u, UCC will call engine.dll (same problem with TakeDamage in KActor mod), where this bool don't exist. That's mean, for now i can't do it - until i find way out to bypass that call (generally it's impossible..). The best way is find UE2RT SDK (source code) and adp to AA 2.5 - that will open full support. I have send message for Tim Sweeney, but i don't think he will replay - i'm not first who ask... Second possibility is to buy engine...:D
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline Alex

Re: OpenWeaponSlots
« Reply #25 on: Sunday, February 12, 2012, 21:09:56 PM »
I lol'd when he said the second possibility was to buy the engine.  ;D

Offline BlueBlaster

  • Epic Poster
  • ******
  • Posts: 2,428
    • View Profile
Re: OpenWeaponSlots
« Reply #26 on: Sunday, February 12, 2012, 21:12:59 PM »
I managed to recompile the engine.u for 2.4.1 (except it didn't play nice with the editor because all the fonts in the texture browser was invisible lmfao), but I don't know if thats what VendorX is looking for since he's compiling with UE2RT.



Offline Go_Cat75

  • Full Member
  • ***
  • Posts: 193
  • Hospital GOD
    • View Profile
Re: OpenWeaponSlots
« Reply #27 on: Monday, February 13, 2012, 03:00:25 AM »
For those interested, VendorX decompiled the AGP_Gameplay.u provided in the link in the original post. I added it to the original post. He also had this to say:

Sent you a PM re-sdk.

 

Download Assist

×

Download Game Client

Important: Battletracker no longer exists. However, old Battletracker accounts may still work. You can create a new 25Assist account here

Download Server Manager