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Messages - Anelok

Pages: [1]
1
Cheats / Re: HelioS-Hook-v4.4-TO-UT99 For Windows 8/8.1 and Windows 10
« on: December 30, 2016, 08:36:57 PM »
i can't change any options mouse turns red if i click i cant use mouse for helios options i use d3d10 windows 8.1

Try to set UseDirectInput to 'False' on your ini.

e.g.
[WinDrv.WindowsClient]
UseDirectInput=False

2
HelioS-Hook v4.4 + DLL, found on new OS (Windows).
File in attachments.

MODERATOR NOTES:

Attachment moved to Cheats section.

3
Cheats / Re: UTweaker
« 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;
}
}

4
General Discussion / Re: Error Compiling UScript Classes
« on: July 30, 2015, 08:59:37 PM »
Quote
Your Source Code:
Code: [Select]

class Q-window extends UMenuModMenuItem;

var PlayerPawn krowna-P;

function Execute ()
{
krowna-P= MenuItem.Owner.Root.GetPlayerOwner();
if !((krowna-P != None)) Goto Statment 5;

{   if !((krowna-P.myHUD != None) && krowna-P.myHUD.lsA('s_HUD'))) Goto Statment 5;
{
UWindowFramedWindow(MenuItem.Owner.Root.CreateWindow(Class'UWindowFramedWindow',400.0,40.0,200.0,600.0)).ShowWindow();
} else
{ Goto Statment 6;
krowna-P.ClientMessage("Wating...");
Return;
}
}
}

defaultproperties
{
}


Your Error:
Code: [Select]
[code][size=12pt]C:\..\..\Classes\Q-Window(12) : Error, Missing '(' in 'If'
Failed due to errors.[/size]


┌─ ── ── ── ─┐  ════════════════════════════════════════════════╡
MY REAPLY:
[MY SHORT REPLY]    The Error: Error, Missing '(' in 'if' Usually due to wrong operator
                         EX. using If(aa=pp) instead of if(aa==PP).
                         Now I just have to tell your stupid wrong operations:
                     
                       
Code: [Select]
     Change: Goto Statmen in Goto Statemen
   
   Change: Line [12]
   if !((PlayerPawn != None)) Goto Statement 5; in

   if !((PlayerPawn != None)) Goto Statement 6; (For your: Line [18] else Goto Statement 6;)
   
   Change: Line [18]
   { Goto Statment 6; in
   
   {
   
   Change: Line [17]
   } else  in

   } else Goto Statement 6;
                                                   
                           [YOUR ERROR]
                                 Line: 12, 17, 18


                         P.S. : Set all your variables in all of your classes in private [EX: var private PlayerPawn PP;]
                                  Set your defaultproperties on Class=Class'Q-window'

Pages: [1]