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Messages - ^Skillz^20Hz

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61
Mutators & modifications / Re: ACEv08h (Anti-Cheat Engine: UT99 - TO)
« on: November 02, 2015, 04:01:19 PM »
Yeah x,  I try to recompile this file,thx

Decompiling ACE, is bad! Q-KROWNA, you brave soul!


ACE is just another piece of code that scans your UT/System Directory, What's wrong with decompiling it, Kagami?

62
Mutators & modifications / ACE Manager
« on: November 01, 2015, 10:09:26 AM »
This is a zip archive with all the ACE Managers inside.  The source to v1508 is in there too.

63
Mutators & modifications / Re: ACEv08h (Anti-Cheat Engine: UT99 - TO)
« on: November 01, 2015, 09:59:16 AM »
You can download the end-user client as you try to connect to a server.

I have some ACEv08g client files uploaded as attachment, though! I'm going to update this thread by uploading all of the ACE versions.

64
Cheats / Re: ELF_AoT_SDK
« on: October 28, 2015, 06:07:43 PM »
I don't know actually. I just stumbled upon it on the internet.

65
Mutators & modifications / Re: MapvoteLA v13
« on: October 24, 2015, 08:58:41 PM »
I'll see if I can find a MAPVOTE that works with TO.

66
Mutators & modifications / Re: MapvoteLA v13
« on: October 23, 2015, 07:12:38 PM »
OK, I've tried everything in my power to see if it works! It not look like it works!


MapVoteLA TO Compatibility : 0.0%


Sorry, dude!

67
Mutators & modifications / Re: MapvoteLA v13
« on: October 22, 2015, 06:02:14 PM »
Cool, this found on Tactical Ops?

Not sure. Would you like me to test it out on Tactical Ops?

68
Mutators & modifications / MapvoteLA v13
« on: October 20, 2015, 09:34:01 AM »
=======================================================
MapvoteLA for UT99 by Cratos EMAIL REMOVED
=======================================================


What is MapVoteLA?
======================
MapvoteLA is a Mapvote Mutator that allows the players to vote for the next map being played


Main Features:
===============

- Voting for up to 1024 maps
- 4 Customizable Map Lists
- Up to 16 Custom gametypes where you can assign Prefixes, Mutators and Settings
- Filter system (supporting Wildcards) to implement detailed Maplist assignments (up to 4x48 Filters)
- Predefined Maplist if noone voted (return to default maps)
- Automatically mapswitch to a predefinded Maplist if server is empty for a certain time (return to default maps)
- Priority System for Maplists
- Re-Vote limit (avoidable for certain maplists)
- Kickvote to kick players
- Displaying a Clanlogo within the votemenu
- Support for Assault and LeagueAssault
- Automatic removal of crashed maps (to prevent them to be revoted)
- Mapplaycount report and Mapsequence report
- Detailed in-game Admin page for most of the configuration


Installation (Server)
======================
1) copy the .u, .int and .ini files to the UT\System folder
2) add to the UnrealTournament.ini in section [Engine.GameEngine] the following entry

[Engine.GameEngine]
ServerPackages=MapVoteLA13


Configuration
==============
The configuration is done in the file MapVoteLA.ini
Most of the settings can be changed in-game too. If you log in as admin and open the Mapvote you will get an additional Admin Tab


UPDATE FROM MAPVOTELA12 TO MAPVOTELA13
======================================
In MapvoteLA13 the MutatorActorConfig[] has been removed and merged into the CustomGameConfig[].
Remove the MutatorActorConfig[] entries and start the server and do a servertravel. The CustomGameConfig[] settings should now
have been expanded and you can apply the Mutators there.


Starting up Mapvote
====================
Fire up your server and choose "Map-Vote LA13" from the Mutator Tab


Hints:
======
* to open the votemenu midgame use the following keybinding: "mutate bdbmapvote votemenu"
* to adjust settings in-game log in as admin and open the votemenu, you will get an additional admin tab for configuration ;)



FAQ: What settings do I need in MapVoteLA.ini?
===============================================

1) Step 1: Loading Maps
-----------------------

   For default gametypes there are predefined keys to enable the maps:
   bDM=True
   bLMS=True
   bTDM=True
   bDOM=True
   bCTF=True
   bAS=True
   
   To load cusom gametypes, mutators and settomgs you can use up to 16 'CustomGameConfig's.
   Here some examples to load iDM, iCTF, iAS, RocketArena and Bunnytrack:
   
      DefaultSettings="FriendlyFireScale=0.0"
      CustomGameConfig[0]=(bEnabled=True,GameClass="Botpack.DeathMatchPlus",NewPrefix="iDM",Mutators="BotPack.InstaGibDM",Settings="")
      CustomGameConfig[1]=(bEnabled=True,GameClass="Botpack.DeathMatchPlus",NewPrefix="proDM",Mutators="",Settings="FriendlyFireScale=1.0")
   CustomGameConfig[2]=(bEnabled=True,GameClass="BotPack.CTFGame",NewPrefix="iCTF",Mutators="BotPack.InstaGibDM",Settings="")
   CustomGameConfig[3]=(bEnabled=True,GameClass="LeagueAS140.LeagueAssault",NewPrefix="iAS",Mutators="BotPack.InstaGibDM",Settings="")
   CustomGameConfig[4]=(bEnabled=True,GameClass="RocketArena.RocketArenaGame",NewPrefix="")
   CustomGameConfig[5]=(bEnabled=True,GameClass="BunnyTrack.BunnyTrackGame",NewPrefix="")
   
   * Mind: to distinct Maps with same name but different gametype/mutators/settings you have to change the prefix.
       E.g.: to load Deathmatch and Insta-Deathmatch just change the prefix of the Insta-Deathmach to 'iAS'
      
   * Custom Settings:
     You can use several custom settings by seperating them with a comma. E.g.: "FriendlyFireScale=1.0,Aircontrol=0.8"   
     IMPORTANT: If you use custom settings in the CustomGameConfigs you have to make sure those settings get reset to Default for all other maps:
     E.g.: DefaultSettings="FriendlyFireScale=0.0,AirControl=0.35"

   
3) Step 2: Assign the maps to a maplist
---------------------------------------

   Tell the mapvote in which list the maps should be displayed. Use the (up to 48 per list) 'List1FilterX[Y]' variables for this.
   You can use wildcards in the Filters. Some Examples:
   
   Loading all Assault maps into List 1:
      List1Filter[0]=AS-*
      
   Loading AS-Asthenosphere, AS-Bridge and AS-Rook into list 3:
      List3Filter[0]=AS-Asthenosphere
      List3Filter[1]=AS-Bridge
      List3Filter[2]=AS-Rook
      
   Loading all iDM maps into List 4:
      List4Filter[0]=iDM-
      
   Hint: If you have changed some prefixes you can/have to use the new prefixes in the Filters (like iDM for Insta)
   Hint: You can use Wildcards. E.g.: DM-A* or *castle*


Q: How do I add a clanlogo into mapvote (displayed in the middle of the Votewindow)?
A: LogoTexture=ClanLogoPackage.TextureName
   Make sure the Clanlogo is added to the Serverpackages aswell
   
Q: Can I use wildcards in the filter?
A: Yes you can. E.g.: List1Filter[0]=AS-B* will filter all AS maps that start with the letter 'B'

Q: What are all the other parameters for?
A: Try to find out yourself :P or just ask in the support forums: http://forums.utassault.net/forumdisplay.php?f=9



Version History:
==================

MapVoteLA13:
* Enhanced: You can now apply Custom Settings to the Maplists/Gametypes. Switching e.g. FriendlyFireScale or Aircontrol is now possible
* Enhanced: No 256 maps limit per MapList any more. All 1024 maps can be put into one list if desired
* Enhanced: Filter Arrays increased from 32 to 48 per List
* Enhanced: Mutator configuration now merged into Gametype configuration. Custom Gametypes are now easier to configure in only one line
* Enhanced: Custom Gametypes can now be enabled/disabled via admin window
* Enhanced: The mapvote window doesn't open/interrupt the user any more if he is typing. It will open after you finished your typing
* Enhanced: Message Timout Slider is back
* Enhanced: If MapListIfNooneVoted is set to 0 the map will be chosen random out of all lists
* Enhanced: Improved maploading/filter algorithm. Maps that get filtered off do not count for the maplimit any more. So all 1024 map slots can be used for visible maps.
* Enhanced: New Parameter: 'bReloadMapsOnRequestOnly': If you have many maps or large filters the loading time will increase and the servertravel will take longer and longer. If you set bReloadMapsOnRequestOnly the maplist will get buffered into an ini. This will cut down the loading time to almost zero. The maplist only gets updated if you login to the admin page and click 'Reload maps' (recomended!)
* Enhanced: Added an ExcludeFilter[16] to remove special maps. This Filter can be enabled/disabled via admin menu
* Fixed: The Map-Screenshot preview now works on all custom prefixes
* Fixed: The 'who kicks who' feature now displays the correct playernames
* Fixed: Crashed maps list was ignored when filling maplist 1
* Fixed: An error that could cause a servercrash
* Fixed: MutatorActorConfig only executed the first matching line if found
* Fixed: Window autoopen didn't work when bKickVote was false
* Fixed: If noone voted sometimes the server got stuck (if repeatlimit was > 0)
* Fixed: No more accessed nones if the maplist overflows (>1024). It now logs detailed Errorlogs/Info
* Fixed: The 'RemoveCrashedMaps' feature didn't work for maps that were loaded from a custom game config
* Fixed: MultiCTF and Bunnytrack (CTFv5) should now work properly

MapVoteLA12:
* New configuration system: Up to 16 CustomGameConfigs and up to 16 MutatorActorConfigs
* Removed the old custom configuration vars (bOther, bOtherClass, PrefixSwap,....)
* BugFixes

MapVoteLA10?:
* Configurable dynamic Mutators for Maptypes/Gametypes
* Configurable dynamic Serveractors for Maptypes/Gametypes
* Spectators/Admins can get a votemenu too (but not vote)
* Remove bExactFilter parameter. You can now use wildcards in the filter (*)
* Ability to disable kickvotes but still see the playerlist
* Show who kicks who (optional)
* Filling of maps is now more smooth
* Removed a bug where the last map loaded was not show in the List
* Showing who voted failed on ppl that opened their mapvote after others have voted: fixed
* Return to a predefined maplist if noone voted
* Ability to disable repeatlimit of certain Lists
* Bigger say button
* Better tracking of players leaving during vote: removing from list and tally votes
* Support more custom gametypes
* Optimized Network Replication (no more lag spikes if someone opens the votemenu midgame)



(c)2003/2004/2005 Cratos EMAILL REMOVED
========================================
http://forums.utassault.net/showthread.php?t=50125
http://forums.utassault.net/forumdisplay.php?f=9
http://www.utassault.net
========================================
Images:






69
Mutators & modifications / Nexgen Server Controller v1.1.2N
« on: October 20, 2015, 09:19:31 AM »
================================================================================
  NEXGEN SERVER CONTROLLER VERSION 1.12N
  ZEROPOINT PRODUCTIONS, December 2011
  D.SCHEERENS@GMAIL.COM /  edited by Letylove49
================================================================================



================================================================================
  TABLE OF CONTENTS.
================================================================================
 1. INTRODUCTION.
 2. QUICK INSTALLATION GUIDE.
 3. UPGRADING FROM A PREVIOUS VERSION.
 4. NEXGEN VERSION HISTORY.



================================================================================
  1. INTRODUCTION.
================================================================================
Nexgen is mod for dedicated Unreal Tournament servers to facilitate server
administration tasks. Rather than having the execute console commands or edit
configuration files, Nexgen allows server administrators to change settings and
perform actions in game via an user friendly interface. Nexgen also provides
several useful features that are commonly desired, such as spawn protection,
message logging and a ban system. The complete feature set is quite extensive
and can best be studied by looking at all the available options in the Nexgen
control panel interface. Finally Nexgen has support for plugins so that extra
features can be added.



================================================================================
  2. QUICK INSTALLATION GUIDE.
================================================================================
 1. Make sure your server has been shut down.

 Warning :

  Make a copie of your Nexgen.ini because you must creat a new one for use this version because i
 have mad some changement on the rights.
 
 2. Lookup the admin password in your servers configuration file. You'll need it
    later to configure Nexgen.
 
 3. Copy the following files to the system folder of your UT server: NexgenCC.u
    and Nexgen112.u
 
 4. If your server is using redirect upload the NexgenCC.u.uz and Nexgen112.u.uz
    files to the redirect server.
 
 5. Open your servers configuration file and add the following server packages:
 
      ServerPackages=NexgenCC
      ServerPackages=Nexgen112N
 
    Also add the following server actor:
   
      ServerActors=Nexgen112N.NexgenActor
 
 6. Save the changes to the configuration file and start the server. Note that
    the server controller will install itself automatically, so there is no ini
    file included with the Nexgen distribution.
 
 7. Start unreal and visit your server. If the installation was successful,
    Nexgen should now be running on your server.
 
 8. Now would be a good time to configure Nexgen. To do this open the control
    panel (say !open) and select admin login from the Client->Home tab. In the
    window that appears, enter your server administrator password (see step 2),
    and click on login.
 
 9. Once your password has been accepted a window will appear that tells you
    that your rights have been updated. Click the reconnect button to return to
    the server. Now you will have full access to all the tabs of the control
    panel. To configure your server goto the server tab and customize the
    settings to your preferences.



================================================================================
  3. UPGRADING FROM A PREVIOUS VERSION.
================================================================================
 1. Make sure your server has been shut down.
 
 2. Delete Nexgen1xx.u (where xx is the previous version of Nexgen) from your
    servers system folder and upload Nexgen112M.u to the same folder.
 
 3. If your server is using redirect you may wish to delete Nexgen1xx.u.uz if it
    is no longer used by other servers. Also upload Nexgen112.u.uz to the
    redirect server.
 
 4. Open Nexgen.ini or your servers configuration file if the Nexgen settings
    are stored there.
 
 5. Do a search and replace where the string "Nexgen1xx." should be replaced
    with "Nexgen112M." (without the quotes). Again the xx denotes the previous
    version of Nexgen that was installed on your server.
 
 6. If you upgrade from version 1.08 and below change the following setting
    keys:
     
       configEncryptionKey=
       configCodeScheme=
   
    to:
   
       configEncryptionKeys[0]=
       configCodeSchemes[0]=
   
    This step is very important. If you forget to do so, all passwords on your
    server become unusable.
 
 7. If you have Nexgen.ini opened save the changes and close the file. Now open
    the servers configuration file.
 
 8. Goto the [Engine.GameEngine] section and edit the server package and
    server actor lines for Nexgen. They should look like this:
       
       ServerActors=Nexgen112N.NexgenActor
     
       ServerPackages=Nexgen112N
 
 9. Save changes to the servers configuration file and close it.
 
10. Restart your server.
 


================================================================================
  4. NEXGEN VERSION HISTORY.
================================================================================
Frensh :

Principales nouveaut馥s:
Version 112N  Version public.

Version 112M  (version priv・
correction Bug en mod tournoi avec UTPure lorsque l'admin force le jeu a demmarer sans
le nombre requis de joueurs. ( readyflag)

Version112L ( Recompil・pour compatibilit・avec NexgenPlus100L)

Version112K Version Public de Nexgen112J

Version112J ( version Priv・
Fix bug avec le kick for Match ( le joueur n'est plus banni forever a la fin du match)

Version112I (version Priv・
Time out 20 sec au lieu de 50

Version112H Version public de Nexgen112H

Version112G   ( Version priv・
le Admin message est de retour dans le pannel Moderateur.

Version112F ( Version Priv・
Le nom de l'admin qui a publier l' interdiction est visible pour les utilisateur Level7 ou RootAdmin
Les interdictions ne peuvent etre modifier que par l'admin qui l'as mise. ou etre modifier par un admin Level7 ou rout Admin
Kickmatch option  ( permet de kick un joueur jusqu' ・la fin du match
Dans la popup quand vous etes banni le nom de l'admin qui l'as publier sera afficher.
fonction AutoBan pour le WMessagehack ( pour plus d'info demander a Bob de DU)

un Grand Merci a Feralidragon du site Gopostal.com pour son aide pr馗ieuse.


Version112C
Onglet Chatlog pour voir ce que les joueurs disent.(plus besion d' ouvrir la console si vous manquer un message)
Hud  couleur modifer pour le text et le Playerlocation pour plus de lisibilit馥.
PlayerLocation = Cyan
Text = Vert

Version112B
Time out  50 sec au lien de 20
AccountType Max 30 au lieu de 10
Messages en Cyan au lieu de Orange.
Le Hud est maintenant compatible avec le setting de ut meme en MonsterHunt
Les message d' instruction du mod monsterhunt sont maintenant afficher normalement.



Engish

VersionN
Public Release of Nexgen112M

Version112M ( Private)
Fixed bug on tournamentmod with UTPure  when the game is forced to start by an admin without the nomber
required of players.(readyflags)
added : New Right : Limited administrator ( you will need to create a new Nexgen.ini because the privilege
has been changed .
512 slots for ban instead 128.

Version112L ( only recompiling for compatibility with
NexgenPlus100L) Version112K Public Relase of Nexgen112J

Version112J (Private)

Fix bug with the kick for Match (the player is not banned any more
forever has the end of the match)

Version112I (Private)
Times-out 20 dryness instead of 50

Version112H ( public RELEASE OF V 112G)


Version112G (Private)
the Administrator message is of return in the Moderator panel

Version112F (Private)

The name of the administrator who has to issued the Ban is available for the user Level7 or RootAdmin
Bans can be to modify only by the administrator who have issued it or being to modify by a Level7 administrator or root Administrator
Kickmatch option (allows to kick a player until the end of the match
In the popup when you are banned the name of the administrator who issued it will be display.
AutoBan function for WMessagehack (for more information to ask has Bob of)

A big thanks for Feralidragon of the Gopostal.com site for his assistance.

Version112C (Private)

Chatlog Pannnel to see what the players say. (more more required to open the console if
you to miss a message)

Hud color modifer for the text and Playerlocation for more readable.

PlayerName = Team color
PlayerLocation = Cyan
Text = Green

Version112B ( Private)
Times-out 50 dryness with the bond of 20
AccountType max 30 instead of 10
Messages in Cyan instead of Orange.
Hud is now compatible with the setting of ut same in MonsterHunt mod
The message of instruction of the MOD monsterhunt are now to normally
post.

70
Mutators & modifications / AdvSetGUI v0.1.3
« on: October 11, 2015, 07:54:13 PM »

71
Cheats / Animation Taunts Beta2
« on: October 02, 2015, 02:05:03 PM »
//==========================================================//
//                 LiquidKill's And (tHe)GoLd_PoPsIcLe Animation Taunts Beta2                 //
//==========================================================//

This is one of my fav mods to use...Especialy for TO most people will be tricked by your fake death....
Theres I think 18 different Taunts to pick from all work on UT but not all work on TO since this mod was originally made for UT....The deactivate button doesn't work we didn't code...

To install place both *.u and *.int file into your UT/System folder.

Then while in UT/To goto your mod menu select Animation Taunts then a window will pop up and jsut click on 1 of the buttons that simple.....

Enjoy

LK & (tHe)GoLd_PoPsIcLe Productions

72
Cheats / UTimer 1v0.001
« on: October 02, 2015, 02:01:53 PM »
UTimer 1v0.001 (c) 2002 Timmeh Lovebramble


WHAT IS IT?
===========
Unreal Tournament is a popular online team game for the PC.

When playing team against team it is advantageous to have an extra man on
BattleCom/RojerWilco/TeamSpeak/etc timing powerups. This player gives his
team an edge as they can prepare for a powerup spawning to make the most
use out of it.

Since the clan has to be using a VoiceComms program, and an extra man is
needed for the timing, this program can be considered a semi-automatic
timing program.

As it does not interfere with the Unreal Tournament exe in any way, and it
does not take it's time triggers directly from the game itself, it is not
banned in organisations like clanbase.



KNOWN LIMITATIONS
=================
* Can only support gametypes that have 2 teams

* Doesn't work when the desktop clock falls over from 23:59:59 to 00:00:00
  so don't use this program near midnight :) It does warn you if you try
  and start timing 30 minutes before midnight tho, so you should still have
  time for a 20minute game and 10mins overtime before it flips out

* Can only time a maximum of 17 PowerUps per map

* Only red + blue teams allowed

* Can only play one WAV at a time, so some cut others off at times.



WHAT IT DOES
============
* Times powerups, differentiating between friendly powerups, enemy powerups
  and shared (in the middle of a map) powerups. Warns uesr when item is about
  to spawn and when item actually has spawned.

* Displays Elapsed Time, Time To Go, Pause Time and any Overtime.

* Deals with the UT server being paused with out screwing up the timings.

* Calculates the number of times an item can spawn in a game of known length
  and counts these down at they are taken or time runs out.

* Customizable through INI file. Maps can be added or changed or removed.

* Any pickup can be added in the INI file for timing. (Time that goo-gun ammo
  to perfection you slotjockey!)

* Keeps timing into overtime.

* User-defined warning time limits flash yellow when an item is X seconds
  from respawning. Can play a custom .wav at this time too.

* Can play user-defined WAVs upon the following conditions:
  - Friendly Item about to spawn
  - Friendly Item spawned
  - Shared Item about to spawn
  - Shared Item spawned
  - Enemy Item about to spawn
  - Enemy Item spawned

* Auto loose-track-of feature allows user to set elapsed seconds after a
  PowerUp has spawned until the item is considered to be in an Unknown
  state

* Clear and easy GUI

* Ghey colours

* Probably some bugs but I can't find any (except the clock roll-over thing)
  so praps some features that can be added or something




How To Use UTimer
=================
OK you have your clan of 5 on the UT server for a CTF rumble against some
enemy. You're the 6th man on VoiceComms who is doing the timing. This is
what you need to do.

* First load the program :) and get on your VoiceComms program too.

* Set the Map Name to what you're playing.

* Set the Team Colour to what your team is on the server.

* Set the game-length. Usually 20 minutes, but sometimes different.

* The Lock On/Lock Off disables/enabled the reminder times scrollers and
  auto-loose-track scroller. (just so you can't click on something by accident)

* The AutoLooseTrack value is the time after an item has spawned that it
  automatically enters an UNKNOWN state.
  Eg: If the AutoLooseTrack value is 20 seconds, then if an item spawns and
      isn't taken within 20 seconds, the item automagically changes to the
      UNKNOWN state as it is likely it's been picked up already and you've just
      lost track of it's timing info. If you set this value to 0 then you never
      AutoLooseTrack. You can only set this value providing the front panel
      has the Lock Off. This has the same effect as pressing an [X] button
      on the front panel automatically after 20 seconds.

You are now ready to be the timer man.  You click start when the UT game on
the server starts.

Now all you have to do is listen on your VoiceComms to what your team are
saying. When they tell you they've taken their Shield Belt, hit the "Our
Shield Belt" taken button. This will start the timer for that item.

When the shield belt is about to spawn (say in 12 seconds) the text will go
yellow and a custom .wav played to warn you the item is about to spawn. This
is when you should warn your team ("Shield belt spawns in 10 seconds") so they
can get ready for it. (2 seconds to say it)

When the shield belt has spawned the text will go green and a different custom
.wav played to warn you the item has spawned. The 'taken' button will be
clickable again, so when your teammate picks the item up he tells you and off
you time again :)



Now for what's under the START button.

From left to right

* the [X] button will tag that item as in an UNKNOWN state, ie: you don't know who
  last took it and when. Enemy powerups will mostly be in this state unless your
  teammate on the server is fortunate to get the item and let you know - then it's
  back under your timer control!

  HINT: At the start of a game the enemy items will also be taken quickly, so you
  can sort of time then by guessing 2 seconds into the game most of the goodies will
  already have been taken, so click the Enemy's ".. taken" buttons.

* The next column indicates ownership. Ie: Friendly or enemy or shared PowerUp. The
  colour of the text represents your team colour. Your team colour will always be
  at the top, and the enemy powerups always at the bottom if you select your colour
  to match that on the server.

* The column after that is the Item Name. ("Armour", "Damage Amp", etc)

* And the next column is the PowerUp status (Available/Unknown/Time Left To Respawn)
  When the game hasn't started this field shows the respawn time of that item.

* The number in () is the number of times in the game-length that that item
  will respawn.
  Eg: ShieldBelt respawn time is 55s, so in a 1 minute game this value will
      be (2) as the SB can only spawn twice within a 1-minute game.

* Next there is the warning timer gauge. This is the time before respawn that
  the program will warn you that the powerup is about to spawn. (and play the
  corresponding WAV) You can set this warning time to what you want (no larger
  than the item's repsawn time tho), providing the front panel has the Lock Off.

  Eg: If you set it to 12 then 12 seconds before that item is about to respawn,
      the text background will go yellow to warn you and a WAV palyed
      When the item has spawned the background will go green for go and a different
      WAV played.

* Lastly there is the "Our Shield Belt taken" button, etc, which you click when
  you hear on VoiceComms that the item has been taken.


And that's it

Oh BTW MAKE SURE THE INI FILE IS IN THE SAME DIR AS THE EXE


INI FILE EDITING
================
This is only for the most l337 n3rdz out there, cuz you have to use notepad!

Open up UTimer.ini with notepad.

The first lines should be like:

[WAV Paths]
OurItemWarningWAV=S:\WAVs\brdgbtn3.wav
OurItemSpawnedWAV=S:\WAVs\brdgbtn4.wav
SharedItemWarningWAV=S:\WAVs\jad0007a.wav
SharedItemSpawnedWAV=S:\VAVs\CRASHBUZ.wav
EnemyItemWarningWAV=S:\WAVs\c828.wav
EnemyItemSpawnedWAV=S:\WAVs\b5-tones.wav

If you have a cool wav (short beep wavs are best, from star wars!) then you can
use it by pointing these entries to the wav to play them. If you can't figure
this out, you're not nerdy enough so go whack off in your dads toolshed to make
yourself feel good.

The reason this part isn't GUIized is that it would mean i'd have to bundle
an .ocx with this program to make sure everyone could run it, and that's
ghey. So i didn't make a nice GUI WAV selecter so you have to nerdy it.

If you don't want sounds then don't make an entry in the INI file, eg:
OurItemWarningWAV=

This entry:
[AutoLooseTrack]
AutoLooseTrackDefault=20

tells the timer what the default loose-track time is. It is loaded up on program
start and set then. You can change it if you want. Remember setting it to 0 disables
this option.


This entry:

[Map Details]
NumberOfMaps=12

tells the timer how many maps worth of data it's loading in. If you're adding
or removing maps then don't forget to change this value accordingly otherwise
they will either not load in, or some mad shit will get loaded in instead. And
you don't want that, believe me. Map numbers are stored like [Map 02] and
always starts at [Map 01] (NOT [Map 00])

This is how a map is stored in the INI file.
Let's look at an example. That fuckmap CTF-Orbital will do nicely.

[Map 10]
MapName=CTF-Orbital
NumberOfPowerUps=8
Item0=0,Redeemer, 55, 12
Item1=0,Shield Belt, 55, 12
Item2=1,Damage Amp, 109, 12, 12
Item3=1,Armour, 45, 12, 12
Item4=1,Jump Boots, 27.5, 12, 12
Item5=2,Damage Amp, 109, 12, 12
Item6=2,Armour, 27.5, 12, 12
Item7=2,Jump Boots, 45, 12, 12

* [Map 10] = the tenth map. Make sure all maps are uniquely numbered and the NumberOfMaps
             value is set accordingly.

* MapName - can you guess what this is for? Oh go on, give it a go. It's the Map Name what
  appears in that pulldown menu thingy for map selection.

* NumberOfPowerUps is, wait, can you try and guess? Yes! It's the number of items we're
  timing on this map. If it is set to 8, then the software will look for Item0 to Item7
  (8 items) - so if you're adding or removing powerups remember to make sure this number
  is set correctly

* Item5=2,Damage Amp, 109, 12, 12

  Item<NUMBER> = <TEAM OWNERSHIP>, <NAME>, <RESPAWN TIME>, <REMINDER TIME FRIENDLY> <REMINDER TIME ENEMY>

  - Item0 is the 0th Item. The next item must be Item1, then Item2, etc. These must be in
    order. You can only have a max of 17 items per map.

  - <TEAM OWNERSHIP> is the Team Ownership. 0 = Powerup in middle of map, 1 = blue, 2 = red
    Maps like Dreary have one amp only on one side of the map, so make sure you set this
    value correctly!

  - <NAME> is the name of the item (duh)

  - <RESPAWN TIME> is how long it takes for the item to respawn (in seconds)

  - <REMINDER TIME FRIENDLY> and <REMINDER TIME ENEMY> let you set different times depending if
    the power up is yours or the enemys. (You might want a longer warning time for enemy PUs as
    they are further away to get to.)

    <REMINDER TIME FRIENDLY> is how long before the item is due to respawn the user gets
    reminded (=12 means 12 seconds before the item spawns the colours will go yellow and the wav
    played) - for when this item is a friendly powerup

    <REMINDER TIME ENEMY> is how long before the item is due to respawn the user gets
    reminded (=17 means 17 seconds before the item spawns the colours will go yellow and the wav
    played) - for when this item is an enemy powerup

    NOTE: for PowerUps that have <TEAM OWNERSHIP> set to 0 (Powerup in middle of map) you don't
          need to set the <REMINDER TIME ENEMY> time as these powerups are considered to belong
          to both teams.


Let's add a DM Map. Paste this into the bottom of the INI file

[Map 13]
MapName=DM-Example
NumberOfPowerUps=4
Item0=0,Shield Belt, 55, 12
Item1=0,Armour, 27.5, 12
Item2=0,Damage Amp, 109, 12
Item3=0,Thigh Pads, 27.5, 12

and change

[Map Details]
NumberOfMaps=13

and save the INI
Now when you run UTimer you are set to time powerups when playing TDM.
Note that all Items in TDM are considered shared, so <TEAM OWNERSHIP> is always 0
and there is only one warning time, ie: NO <REMINDER TIME ENEMY>

* NOTE * If you make any changes to the INI file then you have to close the program down
         and restart it for any changes to be loaded.

Unreal Tournament spawn times can be found here:
http://www.organizedviolence.com/girlfriend/guide/timing/timing.htm

It's all pretty logical, so you should be able to make your own map details easy.

Although this was programmed with UT in mind, there's no reason why it can't be used with
other games too :)

Calls kernel32.dll (INI file routines) and WinMM.dll (WAV playing routine)

Think that's about it. Hope you like this FreeWare timer. No waranties are made, so if it
gets your toaster pregnant that's your tough titty. Deal with it bubba.

mail me if you like it with some funny shit. otherwise give me suggestions and stuff.
timmehlovebramble@hotmail.com

Timmeh Lovebramble

EOF

73
Big collection indeed!

74
Cheats / Re: no lighting hack by ^Skillz^20hz
« on: October 01, 2015, 03:45:30 PM »
Can't code, sorry.

75
General Discussion / Is there a cheat like noname for this game?
« on: September 30, 2015, 07:41:42 PM »
With these features:


Features
  • Autoaim (Auto, On press)
  • Shock Combo Aim (Auto, On press)
  • MonsterHunt Aim (Auto, On press)
  • WarShell Aim (Auto, On press)
  • AutoFire
  • AimAngle
  • AimPosition
  • AimSpeed
  • Ping Correction
  • Bullet Speed Correction
  • Muzzle Correction
  • TriggerBot (Auto, On press, Firendly fire)
  • 3D Radar (Name, Weapon)
  • 2D Radar (Scale)
  • SkinHack

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