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Author Topic: UTweaker  (Read 26584 times)

HyPeR-X

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UTweaker
« on: June 15, 2015, 12:42:26 PM »

Something I made a couple of years ago for semi-legit playing. It has the following features:

  • Bright Player Skins, makes usage of the brightest skins in the game and sets all players to the same LodMesh (UTOGGLE BRIGHTPLAYERSKINS)
  • Auto Respawn (UTOGGLE AUTORESPAWN)
  • Remove Carcasses, removes all dead bodies from blocking your shots (UTOGGLE REMOVECARCASSES)
  • Remove Decoration, removes all decoration from blocking your shots (UTOGGLE REMOVEDECORATION)
  • Remove Bullet Shells, removes all laggy bullet shells (UTOGGLE REMOVEBULLETSHELLS)
  • No Weapon Shake (UTOGGLE REMOVEWEAPONSHAKE)
  • UT2004 Shock Rifle sounds (UTOGGLE NEWWEAPONSOUNDS)
  • Unlit maps, kinda like NoLighting but a bit different (UTOGGLE UNLITMAPS)
  • No Fog (UTOGGLE NOFOG)
  • No Smoke (Undetectable!)(UTOGGLE NOSMOKE)

Everyting can be configured before playing by editing UTweaker.ini or in game by using the BOLD commands behind the features in the UT console.

Installing is as easy as dropping all the files from the archive in your ..\Unreal Tournament\System\ folder and you activate the cheat by running UTweaker from the Mod Menu. (It will be hidden from there after it has been launched!)
« Last Edit: June 15, 2015, 05:02:06 PM by ^Skillz^20Hz »
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ucheat

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Re: UTweaker
« Reply #1 on: June 29, 2015, 03:14:06 PM »

ehy share the version in .txt plz

i need some tweaks, but no all... for example i need remove UT2k4 sounds, and remove "removecarcasses", auto respawn too... publish version in txt, i know that i can edit .ini file, but that is not useful for me

EDIT: i set bNewWeaponSounds=False and the new sounds are active... why?
« Last Edit: June 29, 2015, 04:24:19 PM by ucheat »
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^Skillz^20Hz

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Re: UTweaker
« Reply #2 on: July 01, 2015, 06:52:39 PM »

I would say make this private, but it's already been downloaded 8 times!
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HyPeR-X

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Re: UTweaker
« Reply #3 on: July 07, 2015, 06:29:44 PM »

ehy share the version in .txt plz

i need some tweaks, but no all... for example i need remove UT2k4 sounds, and remove "removecarcasses", auto respawn too... publish version in txt, i know that i can edit .ini file, but that is not useful for me

EDIT: i set bNewWeaponSounds=False and the new sounds are active... why?

Should work fine, if not fuck it lol! Wont release it as a .txt file if you want you can use a tool like utpt to rip it after you do some deobfuscation :p
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ucheat

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Re: UTweaker
« Reply #4 on: July 22, 2015, 03:25:26 AM »

plz fix the bug, this tweak are pretty cool, but need fix for disable items jajjajaja
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ucheat

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Re: UTweaker
« Reply #5 on: August 03, 2015, 05:17:01 PM »

anybody can fix this tweaker? jajajajajaj
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Anelok

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Re: UTweaker
« Reply #6 on: August 03, 2015, 10:07:49 PM »

anybody can fix this tweaker? jajajajajaj



┌─ ── ── ── ─┐  ════════════════════════════════════════════════╡
MY REAPLY:
[MY SHORT REPLY]    Fix it? I do not lose time for this shit!
                         If you want... As the coders of this cheat have made sure of not
                         being able to show the packages
                         (I suppose the team elf), I give the classes
                         that are able to export, edit, and Fix your probem,
                         because I do not need this stuff!

Quote
UTweaker: UMenu Classes
Code: [Select]
Class UMenu Extends UMenuModMenuItem;

Var xx_UTweaker zz_Tweaker;

Function Execute ()
{
If ((MenuItem == None) || (MenuItem.Owner == None) || (MenuItem.Owner.Root == None))
Return;

If (!MenuItem.bChecked)
{
zz_Tweaker = MenuItem.Owner.GetPlayerOwner().GetEntryLevel().Spawn(Class'xx_UTweaker');

If (zz_Tweaker != None)
zz_Tweaker.zz_Player = MenuItem.Owner.GetPlayerOwner().Player;

MenuItem.bchecked = RemoveLinks();
}
}

Final Function Bool RemoveLinks ()
{
Local UWindowList List;

List = UMenuRootWindow(MenuItem.Owner.Root).MenuBar.Mods.Items;

While (List != None)
{
If (UWindowPulldownMenuItem(List) == Self.MenuItem)
{
List.Remove();
}

List = List.Next;
}

List = UMenuRootWindow(MenuItem.Owner.Root).MenuBar.Mods.ModList;

While (List != None)
{
If (UMenuModMenuList(List).MenuItemClassName == String(Self.Class))
{
List.Remove();
}

List = List.Next;
}

Return True;
}

UTweaker: UInput Classes
Code: [Select]
Class xx_UInput Extends Inventory;

Var xx_UTweaker zz_Tweaker;

Exec Function UToggle (String Option, Optional String Value)
{
Switch (Caps(Option))
{
Case "BRIGHTPLAYERSKINS":
zz_Tweaker.bBrightPlayerSkins = !zz_Tweaker.bBrightPlayerSkins;
zz_Tweaker.zz_Player.Actor.ClientMessage("Toggled BrightPlayerSkins");
Break;

Case "AUTORESPAWN":
zz_Tweaker.bAutoRespawn = !zz_Tweaker.bAutoRespawn;
zz_Tweaker.zz_Player.Actor.ClientMessage("Toggled AutoRespawn");
Break;

Case "REMOVECARCASSES":
zz_Tweaker.bRemoveCarcasses = !zz_Tweaker.bRemoveCarcasses;
zz_Tweaker.zz_Player.Actor.ClientMessage("Toggled RemoveCarcasses");
Break;

Case "REMOVEDECORATION":
zz_Tweaker.bRemoveDecoration = !zz_Tweaker.bRemoveDecoration;
zz_Tweaker.zz_Player.Actor.ClientMessage("Toggled RemoveDecoration");
Break;

Case "REMOVEBULLETSHELLS":
zz_Tweaker.bRemoveBulletShells = !zz_Tweaker.bRemoveBulletShells;
zz_Tweaker.zz_Player.Actor.ClientMessage("Toggled RemoveBulletShells");
Break;

Case "REMOVEWEAPONSHAKE":
zz_Tweaker.bRemoveWeaponShake = !zz_Tweaker.bRemoveWeaponShake;
zz_Tweaker.zz_Player.Actor.ClientMessage("Toggled RemoveWeaponShake");
Break;

Case "NEWWEAPONSOUNDS":
zz_Tweaker.bNewWeaponSounds = !zz_Tweaker.bNewWeaponSounds;
zz_Tweaker.zz_Player.Actor.ClientMessage("Toggled NewWeaponSounds");
Break;

Case "UNLITMAPS":
zz_Tweaker.bUnlitMaps = !zz_Tweaker.bUnlitMaps;
zz_Tweaker.zz_Player.Actor.ClientMessage("Toggled UnlitMaps");
Break;

Case "NOFOG":
zz_Tweaker.bNoFog = !zz_Tweaker.bNoFog;
zz_Tweaker.zz_Player.Actor.ClientMessage("Toggled NoFog");
Break;

Case "NOSMOKE":
zz_Tweaker.bNoSmoke = !zz_Tweaker.bNoSmoke;
zz_Tweaker.zz_Player.Actor.ClientMessage("Toggled NoSmoke");
Break;
}

zz_Tweaker.SaveConfig();
zz_Tweaker.StaticSaveConfig();
}

Function DropFrom (Vector Vec)
{
Destroyed();
Destroy();
}

Event Destroyed ()
{
zz_Tweaker.zz_Input = None;
}

UTweaker: UTweaker Classes
Code: [Select]
Class xx_UTweaker Extends Actor Config(UTweaker);

#Exec Audio Import File=Sounds\instagib_rifleshot.wav Name=instagib_rifleshot Group=Sounds
#Exec Audio Import File=Sounds\ShockComboFire.wav Name=ShockComboFire Group=Sounds

Var Config Bool bBrightPlayerSkins;
Var Config Bool bAutoRespawn;
Var Config Bool bRemoveCarcasses;
Var Config Bool bRemoveDecoration;
Var Config Bool bRemoveBulletShells;
Var Config Bool bRemoveWeaponShake;
Var Config Bool bNewWeaponSounds;
Var Config Bool bUnlitMaps;
Var Config Bool bNoFog;
Var Config Bool bNoSmoke;

Var Player zz_Player;
Var xx_UInput zz_Input;

Event Tick (Float zz_elfC)
{
Local Actor zz_elfA;
Local Byte zz_elfB;

Foreach zz_Player.Actor.Level.AllActors(Class'Actor', zz_elfA)
{
If (bBrightPlayerSkins && zz_elfA.IsA('Pawn'))
{
If (Pawn(zz_elfA).PlayerReplicationInfo != None)
{
If (Pawn(zz_elfA).PlayerReplicationInfo.Team == 255)
zz_elfB = 2;
Else
zz_elfB = Pawn(zz_elfA).PlayerReplicationInfo.Team;

If (Pawn(zz_elfA).bIsFemale)
{
Pawn(zz_elfA).Mesh = LodMesh'SGirl';

If ((Pawn(zz_elfA).Group != 'RESKINNED_ACTOR') || (Pawn(zz_elfA).SecretCount != zz_elfB))
{
Pawn(zz_elfA).SecretCount = zz_elfB;

Pawn(zz_elfA).MultiSkins[0] = Texture(DynamicLoadObject("SGirlSkins.army1T_" $ zz_elfB, Class'Texture'));
Pawn(zz_elfA).MultiSkins[1] = Texture(DynamicLoadObject("SGirlSkins.army2T_" $ zz_elfB, Class'Texture'));
Pawn(zz_elfA).MultiSkins[2] = Texture(DynamicLoadObject("SGirlSkins.army3", Class'Texture'));
Pawn(zz_elfA).MultiSkins[3] = Texture(DynamicLoadObject("SGirlSkins.army4", Class'Texture'));

Pawn(zz_elfA).Group = 'RESKINNED_ACTOR';
}
}
Else
{
Pawn(zz_elfA).Mesh = LodMesh'Soldier';

If ((Pawn(zz_elfA).Group != 'RESKINNED_ACTOR') || (Pawn(zz_elfA).SecretCount != zz_elfB))
{
Pawn(zz_elfA).SecretCount = zz_elfB;

Pawn(zz_elfA).MultiSkins[0] = Texture(DynamicLoadObject("SoldierSkins.sldr1T_" $ zz_elfB, Class'Texture'));
Pawn(zz_elfA).MultiSkins[1] = Texture(DynamicLoadObject("SoldierSkins.sldr2T_" $ zz_elfB, Class'Texture'));
Pawn(zz_elfA).MultiSkins[2] = Texture(DynamicLoadObject("SoldierSkins.sldr3", Class'Texture'));
Pawn(zz_elfA).MultiSkins[3] = Texture(DynamicLoadObject("SoldierSkins.sldr4", Class'Texture'));

Pawn(zz_elfA).Group = 'RESKINNED_ACTOR';
}
}
}
}

If (bAutoRespawn && zz_elfA.IsA('PlayerPawn'))
{
If (zz_elfA.IsInState('Dying'))
{
PlayerPawn(zz_elfA).ServerReStartPlayer();
}
}

If (bRemoveCarcasses && zz_elfA.IsA('TFemale2Carcass') || zz_elfA.IsA('TFemale1Carcass') || zz_elfA.IsA('Tmale1Carcass') || zz_elfA.IsA('Tmale2Carcass') || zz_elfA.IsA('TBossCarcass') || zz_elfA.IsA('Tmalebody') || zz_elfA.IsA('tcowcarcass'))
{
zz_elfA.Destroy();
}

If (bRemoveDecoration && zz_elfA.IsA('Decoration') && !zz_elfA.IsA('CTFFlag'))
{
//zz_elfA.bHidden = True;
zz_elfA.Destroy();
}

If (bRemoveBulletShells && zz_elfA.IsA('UT_ShellCase'))
{
zz_elfA.Destroy();
}

If (zz_elfA.IsA('Weapon'))
{
If (bRemoveWeaponShake)
{
Weapon(zz_elfA).ShakeTime = 0;
Weapon(zz_elfA).ShakeMag = 0;
Weapon(zz_elfA).ShakeVert = 0;
}

If (bNewWeaponSounds)
{
If (zz_elfA.IsA('SuperShockRifle'))
{
Weapon(zz_elfA).FireSound = Sound'instagib_rifleshot';
Weapon(zz_elfA).AltFireSound = Sound'instagib_rifleshot';
}
Else
{
If (zz_elfA.IsA('ShockRifle'))
{
Weapon(zz_elfA).FireSound = Sound'instagib_rifleshot';
Weapon(zz_elfA).AltFireSound = Sound'instagib_rifleshot';
}

}
}
}

If (zz_elfA.IsA('ShockProj'))
{
If (bNewWeaponSounds)
{
ShockProj(zz_elfA).ExploSound = Sound'ShockComboFire';
}
}

If (zz_elfA.IsA('ShockExplo'))
{
If (bNewWeaponSounds)
{
ShockExplo(zz_elfA).EffectSound1 = Sound'ShockComboFire';
}
}

If (bUnlitMaps)
{
If (zz_elfA.IsA('LevelInfo'))
LevelInfo(zz_elfA).BrightNess = 50;

If (zz_elfA.IsA('Light'))
{
Light(zz_elfA).LightBrightness = 255;
Light(zz_elfA).LightRadius = 255;

If ((Light(zz_elfA).LightHue != 0) || (Light(zz_elfA).LightSaturation != 255))
{
Light(zz_elfA).LightHue = 0;
Light(zz_elfA).LightSaturation = 255;
}
}
}

If (bNoFog && zz_elfA.IsA('ZoneInfo'))
{
ZoneInfo(zz_elfA).ViewFog = Vect(0,0,0);
}

If (bNoSmoke && InStr(String(zz_elfA.Name), "Smoke") != -1)
{
zz_elfA.Destroy();
}
}

if (zz_Input == None)
{
zz_Input = zz_Player.Actor.GetEntryLevel().Spawn(Class'xx_UInput');

if (zz_Input != None)
{
zz_Input.zz_Tweaker = Self;
}
}

zz_Input.bNoDelete = True;

if (zz_Player.Actor.FindInventoryType(zz_Input.Class) == None)
{
zz_Input.GiveTo(zz_Player.Actor);
zz_Input.bHeldItem = True;
}
}
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ucheat

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Re: UTweaker
« Reply #7 on: August 07, 2015, 07:54:40 AM »

ooh, excelent, thanks friend, but what i must do with this files? .uc?
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Andy

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Re: UTweaker
« Reply #8 on: August 07, 2015, 02:32:52 PM »

I think he may have already compiled the .uc file.. fixed the bug, you just create a package .u
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ucheat

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Re: UTweaker
« Reply #9 on: August 15, 2015, 04:15:39 PM »

I don't know how...
How can create a package .u? AJAJJAJA
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UserName

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Re: UTweaker
« Reply #10 on: August 19, 2015, 01:06:15 AM »

Post the fixed version if it's done, thanks.
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HyPeR-X

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Re: UTweaker
« Reply #11 on: August 20, 2015, 10:47:06 PM »

Just checked the code and it should work fine! It does however take a mapswitch (or reconnect) for the sounds to change back to original when you toggle them. You could easily fix tis by checking for disabled new weapon sounds and comparing the weapon fire sound to the original value. If it doesnt match, reset to original :)
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axxa

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Re: UTweaker
« Reply #12 on: May 22, 2016, 09:14:49 PM »

Does anyone know why im keep crashing:

It says ACE8421 error .after few minutes.
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^Skillz^20Hz

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Re: UTweaker
« Reply #13 on: May 23, 2016, 12:05:08 AM »

ACE is the Anti-Cheat Engine, is a mod and a mechanism for online servers to prevent access to the server from cheaters like us... You where probably caught cheating.
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axxa

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Re: UTweaker
« Reply #14 on: May 23, 2016, 08:36:40 AM »

It Works now.Think you.
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