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#11. Posted:
Bitwise
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xAcme wrote
Bitwise wrote
xAcme wrote
Bitwise wrote Bump;
Can't seem to get Earthquake to work anymore...no idea what I have done wrong. My original tester converted my code to C#, and said it was working. Then someone else tried, and said it doesn't work...but my original tester 'didn't save' the code he original converted, so he did it again and surprise surprise it didn't work.

Are you talking about TU8 or ghosts?


What? Ghost's is TU10...why ask such a stupid and irrelevant question...

I clearly said "or ghosts"
So quick to criticize/flame


Sorry, I am seriously pissed of right now. I need a **** console, so sick and tired off having retards test things. This is why I ask for donations, but no...skids just wanna leech everything. **** this, im out lol

EDIT: The title clearly contains "[GHOST]"
So quick to reply. 80
#12. Posted:
xAcme
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Bitwise wrote
xAcme wrote
Bitwise wrote
xAcme wrote
Bitwise wrote Bump;
Can't seem to get Earthquake to work anymore...no idea what I have done wrong. My original tester converted my code to C#, and said it was working. Then someone else tried, and said it doesn't work...but my original tester 'didn't save' the code he original converted, so he did it again and surprise surprise it didn't work.

Are you talking about TU8 or ghosts?


What? Ghost's is TU10...why ask such a stupid and irrelevant question...

I clearly said "or ghosts"
So quick to criticize/flame


Sorry, I am seriously pissed of right now. I need a **** console, so sick and tired off having retards test things. This is why I ask for donations, but no...skids just wanna leech everything. **** this, im out lol

EDIT: The title clearly contains "[GHOST]"
So quick to reply. 80

We'll you did post a MW2 pic... And it just got released for MW2 as we'll so yeh
#13. Posted:
Bitwise
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xAcme wrote
Bitwise wrote
xAcme wrote
Bitwise wrote
xAcme wrote
Bitwise wrote Bump;
Can't seem to get Earthquake to work anymore...no idea what I have done wrong. My original tester converted my code to C#, and said it was working. Then someone else tried, and said it doesn't work...but my original tester 'didn't save' the code he original converted, so he did it again and surprise surprise it didn't work.

Are you talking about TU8 or ghosts?


What? Ghost's is TU10...why ask such a stupid and irrelevant question...

I clearly said "or ghosts"
So quick to criticize/flame


Sorry, I am seriously pissed of right now. I need a **** console, so sick and tired off having retards test things. This is why I ask for donations, but no...skids just wanna leech everything. **** this, im out lol

EDIT: The title clearly contains "[GHOST]"
So quick to reply. 80

We'll you did post a MW2 pic... And it just got released for MW2 as we'll so yeh


The precache shader is MW2, the OP is ghosts.
#14. Posted:
DOLLARxHD
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I remember the playfx for bleed money on mw2 gud times!
#15. Posted:
xAcme
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DOLLARxHD wrote I remember the playfx for bleed money on mw2 gud times!

It's really easy to do now.... Thanks to IDA I set the effects to a coordinate, it's not money because I'm too lazy to figure out the FXID's on terminal.
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Kinda off topic but whatever
Thanks again IDA <3
#16. Posted:
Bitwise
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xAcme wrote
DOLLARxHD wrote I remember the playfx for bleed money on mw2 gud times!

It's really easy to do now.... Thanks to IDA I set the effects to a coordinate, it's not money because I'm too lazy to figure out the FXID's on terminal.
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Kinda off topic but whatever
Thanks again IDA <3


Lol. Even tho Hacksorce released it for MW2 o.o
Also, G_EffectIndex should help you out with that?

But yeah, report OP this post and ask for it to be closed. Nothing seems to be working now?! It's just turned around and slapped me in the face. IDA, next time when you say something works, make sure they test on the game I released something for please? Would be a good idea. And Unsigned Chaos, lrn2C in future pls. Kthxbye.
#17. Posted:
Bitwise
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There we go, got the topic re-opened

EDIT:

Everything should work...I just double checked wit Xx jAmes xX and he said I reversed playfx right. Since no-one really knows any effect names, i'll keep to effect index. And the earthquake still needs testing, but should work good (It was tested, but apparently no longer works? lol)
Everything was looked over, and I was correct on everything. It just seems the convertion to C# is abit strange...Either way, enjoy.


for(int i = 1; i != 0x100; i++)
{
       playFx((*(float*)(getPlayerState(0) + 0x1C) + (float)i + 10.5f), i);
       printf("The effect you see that has just spawned in, is effect %i.\n", i);
       Sleep(2000);
}


A good way to map out all the effects spawned in by the index's, if you ask me anyway .
#18. Posted:
Bitwise
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Bitwise wrote There we go, got the topic re-opened

EDIT:

Everything should work...I just double checked wit Xx jAmes xX and he said I reversed playfx right. Since no-one really knows any effect names, i'll keep to effect index. And the earthquake still needs testing, but should work good (It was tested, but apparently no longer works? lol)
Everything was looked over, and I was correct on everything. It just seems the convertion to C# is abit strange...Either way, enjoy.


for(int i = 1; i != 0x100; i++)
{
       playFx((*(float*)(getPlayerState(0) + 0x1C) + (float)i + 10.5f), i);
       printf("The effect you see that has just spawned in, is effect %i.\n", i);
       Sleep(2000);
}


A good way to map out all the effects spawned in by the index's, if you ask me anyway .


Am I seeing this right? Why is everyone ignoring this thread?
#19. Posted:
IDA
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Bitwise wrote
Bitwise wrote There we go, got the topic re-opened

EDIT:

Everything should work...I just double checked wit Xx jAmes xX and he said I reversed playfx right. Since no-one really knows any effect names, i'll keep to effect index. And the earthquake still needs testing, but should work good (It was tested, but apparently no longer works? lol)
Everything was looked over, and I was correct on everything. It just seems the convertion to C# is abit strange...Either way, enjoy.


for(int i = 1; i != 0x100; i++)
{
       playFx((*(float*)(getPlayerState(0) + 0x1C) + (float)i + 10.5f), i);
       printf("The effect you see that has just spawned in, is effect %i.\n", i);
       Sleep(2000);
}


A good way to map out all the effects spawned in by the index's, if you ask me anyway .


Am I seeing this right? Why is everyone ignoring this thread?


its nice work dunno why no one want ..

#ttgkidscantcode
#20. Posted:
xAcme
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Posts: 53
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Joined: Mar 24, 201410Year Member
Posts: 53
Reputation Power: 2
Bitwise wrote There we go, got the topic re-opened

EDIT:

Everything should work...I just double checked wit Xx jAmes xX and he said I reversed playfx right. Since no-one really knows any effect names, i'll keep to effect index. And the earthquake still needs testing, but should work good (It was tested, but apparently no longer works? lol)
Everything was looked over, and I was correct on everything. It just seems the convertion to C# is abit strange...Either way, enjoy.


for(int i = 1; i != 0x100; i++)
{
       playFx((*(float*)(getPlayerState(0) + 0x1C) + (float)i + 10.5f), i);
       printf("The effect you see that has just spawned in, is effect %i.\n", i);
       Sleep(2000);
}


A good way to map out all the effects spawned in by the index's, if you ask me anyway .

Thanks for the release <3
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