Forgot to add that you need to give ammo to the ac130 for it to shoot, look near the bottom to see how to do that. Well since i see really no use for holding onto it and the current ways to do this are via memory editing so it can't be done in a dll, unless you know how to mem edit in a dll. Well this way is done by functions and can be done in a dll. the functions you use are: SV_GameSendServerCommand(int clientNum,svscmd_type type,const char *text) Offset: 822548C8 G_GivePlayerWeapon(playerState_s *pPS, int iWeaponIndex, char altModelIndex) Offset: 82210B58 G_GetClientState(int clientNum) Offset : 821E6638 G_GetWeaponIndexForName(const char *name) Offset: 822105D0 BG_TakePlayerWeapon(playerState_s *ps, unsigned int weaponIndex,int takeAwayAmmo) Offset: 822109B8 BG_GetViewmodelWeaponIndex(playerState_s *ps) Offset: 820E23C8 The BG_GetViewmodelWeaponIndex is to get the current weapon you have. The G_GetClientState is used for playerState in G_GivePlayerWeapon and BG_TakePlayerWeapon So to give walking ac130 to client 0 (the host): So first you must drop all weapons/equipment using BG_TakePlayerWeapon This is a inefficient way to drop all weapons, but i don't have a function that actually drops everything. BG_TakePlayerWeapon(G_GetClientState(0),BG_GetViewmodelWeaponIndex(G_GetClientState(0)) ,1); Then to switch to your next weapon do: SV_GameSendServerCommand(0 ,1,"a 3216 1"); And repeat that like 4 times to drop everything Then once you have all weapons dropped do: G_GetWeaponIndexForName to get the weapon index's. G_GivePlayerWeapon(G_GetClientState(0) , G_GetWeaponIndexForName("ac130_105mm_mp") , 0); G_GivePlayerWeapon(G_GetClientState(0) , G_GetWeaponIndexForName("ac130_40mm_mp") , 0); G_GivePlayerWeapon(G_GetClientState(0) , G_GetWeaponIndexForName("ac130_25mm_mp") , 0); SV_GameSendServerCommand(0 ,1,"a 3216 1"); Now you need to give yourself ammo for the ac130, here is the xdrpc code for getting entity thanks to Teh1337 Code: public uint getEntity(uint clientIndex) { return (0x82F03600 + (clientIndex * 0x280)); } and add ammo using this function 821E1F20 Add_Ammo(gentity_s *ent, unsigned int weaponIndex, char weaponModel, int count, int fillClip) apparently initialize ammo doesn't work, so: add_Ammo(getEntity(0), G_GetWeaponIndexForName("ac130_105mm_mp") , 0, 999, 1) You should now how walking ac130 as your weapon, enjoy! Video of what this looks like:
I already had this due to a little leakage, but this is a cool release for anyone who didn't already have it!
God dam it hooker why you release everything when ever you go offline for more teh 1 day I know a release is coming
Well i been offline only because i got 2 console bans 3 profile bans and a gamertag ban in 1 day and my RGH broke the day after :/ so now i have to wait for coolrunner 3 to RGH my corona's Never Gave A **** - Kid Ink