Quick Modding/Hacking Answers Thread

May 11, 2010 at 10:09 PM
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It's in the Assembly Compendium, mixed in with the offsets.
 
May 11, 2010 at 10:12 PM
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May 12, 2010 at 12:59 AM
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How do you make the reload on the machine gun slower or take it away completely?
 
May 12, 2010 at 1:02 AM
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How do you make the reload on the machine gun slower or take it away completely?

Assembly is the only way. There's a function at 41e3d0 and within that is a call to 402020, either remove the call or get someone to do it for you.
 
May 12, 2010 at 3:34 AM
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Oh I also forgot to include this in my question how do I make it so you can't hold the shoot button to spam? Like the polar star and most all other weapons
 
May 12, 2010 at 2:38 PM
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Still, assembly. It's in the same function, 41E3D0, but I can't recall exactly where, but I think it will AND [49E210] with [49362C].
 
May 13, 2010 at 10:28 PM
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How do I spawn bullets in assembly?

I can do it with npcs and other stuff, but I haven't yet figured out bullets. Like most of the stuff I ask, it's probably really obvious, yet I can't find it:).

Just wondering.
 
May 13, 2010 at 10:36 PM
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Landonpeanut said:
How do I spawn bullets in assembly?

I can do it with npcs and other stuff, but I haven't yet figured out bullets. Like most of the stuff I ask, it's probably really obvious, yet I can't find it:).

Just wondering.

I was going to tell you it was in the assembly compendium, but then I looked and it wasn't.

From the Function list I have though, here it is:

Code:
PUSH Direction
PUSH y-position
PUSH x-position
PUSH Bullet type
CALL 403F80
add esp, 10
 
May 13, 2010 at 10:41 PM
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Thanks, I noticed it wasn't in there too.
When you say direction, what numbers are up, down, left, and right, or is it just 1-4?
 
May 13, 2010 at 11:07 PM
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Never mind, I'll just figure it out myself.
 
May 14, 2010 at 12:45 AM
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Directions for asm functions are often the same as TSC.

0000 Left
0001 Up
0002 Right
0003 Down
0004 Center??? (may obviously not work w/ the bullet producer function)
 
May 14, 2010 at 1:19 AM
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How can I push an ASCII string?
For example ECX is 31303030 [ASCII 0001] and EAX is 676D6954 [ASCII Timg] how would I rig that so I can LEA EAX, (???) and PUSH EAX so it shows ASCII Timg0001?

Or what because I don't really know what I'm doing. I don't like stack operations :[
 
May 14, 2010 at 3:16 AM
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Thanks Carrotlord!:p
 
May 14, 2010 at 4:08 AM
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I'm sorry to be super-spamming everyone with questions, so this is the last one for today. Is there a way to access the current x and y position of a bullet?
 
May 14, 2010 at 4:35 AM
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Landonpeanut said:
I'm sorry to be super-spamming everyone with questions, so this is the last one for today. Is there a way to access the current x and y position of a bullet?

Well if you're talking about accessing them inside the bullet function then it's just:

X-Position = +10
Y-Position = +14
X-Velocity = +18
Y-Velocity = +1C

However if you want to grab a bullet's position say while in npc script/code, well basically you can't. Or rather, it is hard/I don't know how.
 
May 14, 2010 at 4:42 AM
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I only need to access them in the bullet function, so thanks!:p
 
May 18, 2010 at 11:34 PM
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Is there a Sprite #46 type thing that trips when an NPC hits it instead of the character?
And is there any way to make Basils spawn WHERE YOU PUT THEM, AND NOT RIGHT BELOW YOU?
 
May 18, 2010 at 11:47 PM
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There is no entity-entity collision detection in CS
 
May 19, 2010 at 1:53 AM
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Noxid said:
There is no entity-entity collision detection in CS
Fuck.

But about the Basils-spawn-in-specific-places thing. I know Kaeso did something like that in Curly's Story. Is it possible w/o assembly?
 
May 19, 2010 at 1:55 AM
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Basil [0007] -By Metalogz
0000 Immediately <MOV Basil to ANP location
(Where the event in which you <ANP it is)
0001 Make Basil slow down and change direction as per normal to travel towards the left
0002 Make Basil slow down and change direction as per normal to travel towards the right
0003 Make Basil continue moving towards the direction it is already facing regardless of
where you are at the speed at which it has been <ANP'd

Straight from ANP.txt bro
 
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