UTCheats.net - Unreal Tournament & Tactical Ops cheats and hacks
Unreal Tournament => Cheats => Topic started by: HyPeR-X on June 15, 2015, 12:42:26 PM
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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!)
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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?
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I would say make this private, but it's already been downloaded 8 times!
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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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plz fix the bug, this tweak are pretty cool, but need fix for disable items jajjajaja
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anybody can fix this tweaker? jajajajajaj
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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!
UTweaker: UMenu Classes 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
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
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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ooh, excelent, thanks friend, but what i must do with this files? .uc?
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I think he may have already compiled the .uc file.. fixed the bug, you just create a package .u
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I don't know how...
How can create a package .u? AJAJJAJA
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Post the fixed version if it's done, thanks.
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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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Does anyone know why im keep crashing:
It says ACE8421 error .after few minutes.
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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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It Works now.Think you.
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It Works now.Think you.
you can plz say step by step what did you do ?
i hope the chets are relly works
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It Works now.Think you.
you can plz say step by step what did you do ?