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[Sammelthread] Resource Hacks
Discussion on [Sammelthread] Resource Hacks within the S4 League Hacks, Bots, Cheats & Exploits forum part of the S4 League category.
07/23/2010, 14:27
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#1
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[Sammelthread] Resource Hacks
German:
Ok, da mir das hier langsam zu voll wird mit Releases zum Resource Tool möchte ich euch bitten, diesen Sammelthread für Releases wie "How to Minegun Skin" zu nutzen, damit das Forum seine Ordnung behält
Danke
English:
Ok, because the forum begins to become full with those Resource Releases, i want to ask you for using this thread instead of creating own threads like "How to Minegun Skin", so that the forum stays clean.
Thank you.
Not for requests, questions or problems, unless they are to here released resource hacks! No general problems with the tool!
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07/23/2010, 14:29
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#2
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Quote:
Originally Posted by Kasukiro
Hey,
das hier ist mein erstes TuT
You need:
Res Tool und ein gehirn
How To:
1.öffne Res tool und mach wie immer List files.
2.gehe auf resource-->Model-->weapon
3.suche dort deinen waffenskin aus den du haben willst ( Vital shock funkt net dann ist das unsichtbar)
das hier ist jetztmal
Submachine to minegun skin
4.Suche nach gun_l.scn und gun_r.scn und exportiere es
in einen neuen ORDNER(backup)! mach noch einen Ordner für die minegun
und exportiere sie 2mal darein dann nenne sie um in gun_l und gun_r
6.Nun importiere sie wieder und hab spaß!
Eigentlich ist es ja nur eine "Deko" ist aber cool
THX button pls
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07/23/2010, 14:35
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#3
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hab was vergessen geht natürlich mit jeder waffe :P
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07/23/2010, 14:39
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#4
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Quote:
4.Suche nach gun_l.scn und gun_r.scn und exportiere es
in einen neuen ORDNER(backup)! mach noch einen Ordner für die minegun
und exportiere sie 2mal darein dann nenne sie um in gun_l und gun_r
6.Nun importiere sie wieder und hab spaß!
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o.Ô ich check es gar net xD *hust* du hast geschrieben 4. dann hast du 5. <<< vergessen ?
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07/23/2010, 14:41
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#5
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07/23/2010, 14:49
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#6
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und wo ist das tut`?
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07/23/2010, 14:51
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#7
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PHP Code:
require "Resources/Script/SlaughterTagAttrib_Constants.lua" function SlaughterTagAttribIndexer_Run() LoadStringTable( "Language/Script/slaughter_tag_string_table.xml" ); local currSlaughterTag; ------------------------------------------------------------------------------------------------------------- --SLAUGHTERTAGATTRIB_NULL ------------------------------------------------------------------------------------------------------------- currSlaughterTag = SlaughterTagAttribIndexer:GetCreateSlaughterTagAttrib( 0 ); ------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------- -- SLAUGHTERTAGATTRIB_DEVIL ------------------------------------------------------------------------------------------------------------- currSlaughterTag = SlaughterTagAttribIndexer:GetCreateSlaughterTagAttrib( SLAUGHTERTAGATTRIB_DEVIL ); currSlaughterTag:SetName ( GetString( "NAME_DEVIL" ) ); currSlaughterTag:SetBoundSize ( 150.0, 240.0 ); currSlaughterTag:SetSceneFileName ( "Resources/Model/Slaughter/grimreaper.scn" ); currSlaughterTag:SetMovieCameraFileName ( "Resources/Model/Slaughter/camera_dummy_grimreaper.scn", 0, 6333 ); currSlaughterTag:SetMovieCamera2FileName ( "Resources/Model/Slaughter/camera_dummy_grimreaper2.scn", 0, 3300 ); currSlaughterTag:SetCustomarySequence ( "Resources/Effects/ggrim.seq", "" ); currSlaughterTag:SetNormalSequence ( "", "" ); currSlaughterTag:SetCreationSequence ( "", "", "Resources/Sound/Slaughter/change_bgm.ogg", "Resources/Sound/Slaughter/change_bgm_short.ogg" ); currSlaughterTag:SetAttackSequence ( "", "" ); currSlaughterTag:SetSlaySequence ( "Resources/Effects/ggrim_kill.seq", "" ); currSlaughterTag:SetWinSequence ( "", "" ); currSlaughterTag:SetDefeatSequence ( "", "" ); currSlaughterTag:SetTime ( 6300, 3300, 2083 ); -- CreationTime, Creation2Time, SlayTime currSlaughterTag:SetAttackConst ( 10.0, 4.0 ); currSlaughterTag:SetDamageConst ( 10.0, 0.1 ); currSlaughterTag:SetMPRecoveryConst ( 10.0, 3.0 ); currSlaughterTag:SetReloadTimeConst ( 0.1 ); currSlaughterTag:SetEmuneStunConst ( 0.0 ); currSlaughterTag:SetEmuneCounterSwordGuard ( 1 ); -- 0 ( x ) 1 ( 0 ) ------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------- -- SLAUGHTERTAGATTRIB_PIERROT ------------------------------------------------------------------------------------------------------------- currSlaughterTag = SlaughterTagAttribIndexer:GetCreateSlaughterTagAttrib( SLAUGHTERTAGATTRIB_PIERROT); currSlaughterTag:SetName ( GetString( "NAME_PIERROT" ) ); currSlaughterTag:SetBoundSize ( 150.0, 240.0 ); currSlaughterTag:SetSceneFileName ( "Resources/Model/Slaughter/card_slaughter.scn" ); currSlaughterTag:SetMovieCameraFileName ( "Resources/Model/Slaughter/camera_dummy_slaughter.scn", 0, 6333 ); currSlaughterTag:SetMovieCamera2FileName ( "Resources/Model/Slaughter/camera_dummy_slaughter2.scn", 0, 3800 ); currSlaughterTag:SetCustomarySequence ( "", "" ); currSlaughterTag:SetNormalSequence ( "Resources/Effects/card_girl_normal.seq", "" ); currSlaughterTag:SetCreationSequence ( "Resources/Effects/card_intro.seq", "", "Resources/Sound/Slaughter/change_bgm.ogg", "Resources/Sound/Slaughter/change_bgm_short.ogg" ); currSlaughterTag:SetAttackSequence ( "Resources/Effects/card_joker_tentacle.seq", "" ); currSlaughterTag:SetSlaySequence ( "Resources/Effects/card_kill.seq", "" ); currSlaughterTag:SetWinSequence ( "Resources/Effects/card_girl_win.seq", "" ); currSlaughterTag:SetDefeatSequence ( "", "" ); currSlaughterTag:SetTime ( 6300, 3300, 2083 ); -- CreationTime, Creation2Time, SlayTime currSlaughterTag:SetAttackConst ( 3.0, 4.0 ); currSlaughterTag:SetDamageConst ( 2.0, 0.1 ); currSlaughterTag:SetMPRecoveryConst ( 2.0, 3.0 ); currSlaughterTag:SetReloadTimeConst ( 0.5 ); currSlaughterTag:SetMoveSpeedConst ( 1.2 ); currSlaughterTag:SetEmuneStunConst ( 0.0 ); currSlaughterTag:SetEmuneCounterSwordGuard ( 0 ); -- 0 ( x ) 1 ( 0 ) ------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------- -- SLAUGHTERTAGATTRIB_ALICE ------------------------------------------------------------------------------------------------------------- currSlaughterTag = SlaughterTagAttribIndexer:GetCreateSlaughterTagAttrib( SLAUGHTERTAGATTRIB_ALICE); currSlaughterTag:SetName ( GetString( "NAME_ALICE" ) ); currSlaughterTag:SetBoundSize ( 150.0, 240.0 ); currSlaughterTag:SetSceneFileName ( "Resources/Model/Slaughter/alice.scn" ); currSlaughterTag:SetMovieCameraFileName ( "Resources/Model/Slaughter/camera_dummy_alice.scn", 0, 6333 ); currSlaughterTag:SetMovieCamera2FileName ( "Resources/Model/Slaughter/camera_dummy_alice2.scn", 0, 3300 ); currSlaughterTag:SetCustomarySequence ( "", "" ); currSlaughterTag:SetNormalSequence ( "", "" ); currSlaughterTag:SetCreationSequence ( "Resources/Effects/card_intro.seq", "", "Resources/Sound/Slaughter/change_bgm.ogg", "Resources/Sound/Slaughter/change_bgm_short.ogg" ); currSlaughterTag:SetAttackSequence ( "", "" ); currSlaughterTag:SetSlaySequence ( "", "" ); currSlaughterTag:SetWinSequence ( "", "" ); currSlaughterTag:SetDefeatSequence ( "", "" ); currSlaughterTag:SetTime ( 6300, 3300, 2083 ); -- CreationTime, Creation2Time, SlayTime currSlaughterTag:SetAttackConst ( 3.0, 5.0 ); currSlaughterTag:SetDamageConst ( 2.0, 0.05 ); currSlaughterTag:SetMPRecoveryConst ( 2.0, 3.0 ); currSlaughterTag:SetReloadTimeConst ( 0.4 ); currSlaughterTag:SetMoveSpeedConst ( 1.3 ); currSlaughterTag:SetEmuneStunConst ( 0.0 ); currSlaughterTag:SetEmuneCounterSwordGuard ( 0 ); -- 0 ( x ) 1 ( 0 ) ------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------- -- SLAUGHTERTAGATTRIB_ASTEROID ------------------------------------------------------------------------------------------------------------- currSlaughterTag = SlaughterTagAttribIndexer:GetCreateSlaughterTagAttrib( SLAUGHTERTAGATTRIB_ASTEROID); currSlaughterTag:SetName ( GetString( "NAME_ASTEROID" ) ); currSlaughterTag:SetBoundSize ( 150.0, 240.0 ); currSlaughterTag:SetSceneFileName ( "Resources/Model/Slaughter/asteroid.scn" ); currSlaughterTag:SetMovieCameraFileName ( "Resources/Model/Slaughter/camera_dummy_asteroid.scn", 0, 6333 ); currSlaughterTag:SetMovieCamera2FileName ( "Resources/Model/Slaughter/camera_dummy_asteroid2.scn", 0, 3300 ); currSlaughterTag:SetCustomarySequence ( "Resources/Effects/asteroid_all.seq", "" ); currSlaughterTag:SetNormalSequence ( "Resources/Effects/asteroid.seq", "" ); currSlaughterTag:SetRandom1Sequence ( "Resources/Effects/asteroid_scan.seq", "" ); currSlaughterTag:SetRandom2Sequence ( "Resources/Effects/asteroid_mri.seq", "" ); currSlaughterTag:SetCreationSequence ( "Resources/Effects/asteroid_load1.seq", "Resources/Effects/asteroid_load2.seq", "Resources/Sound/Slaughter/change_bgm.ogg", "Resources/Sound/Slaughter/change_bgm_short.ogg" ); currSlaughterTag:SetAttackSequence ( "Resources/Effects/asteroid_attack.seq", "" ); currSlaughterTag:SetSlaySequence ( "Resources/Effects/asteroid_kill.seq", "" ); currSlaughterTag:SetWinSequence ( "Resources/Effects/asteroid_win.seq", "" ); currSlaughterTag:SetDefeatSequence ( "Resources/Effects/asteroid_dead.seq", "" ); currSlaughterTag:SetTime ( 6300, 3300, 2083 ); -- CreationTime, Creation2Time, SlayTime currSlaughterTag:SetAttackConst ( 3.0, 4.0 ); currSlaughterTag:SetDamageConst ( 2.0, 0.1 ); currSlaughterTag:SetMPRecoveryConst ( 2.0, 3.0 ); currSlaughterTag:SetReloadTimeConst ( 0.4 ); currSlaughterTag:SetMoveSpeedConst ( 1.0 ); currSlaughterTag:SetEmuneStunConst ( 1.0 ); -- 1.0 (= 100%) currSlaughterTag:SetEmuneCounterSwordGuard ( 1 ); -- 0 ( x ) 1 ( 0 ) ------------------------------------------------------------------------------------------------------------- ClearStringTable(); end
Hab mal ein bisschen an der Chaser Lua gearbeitet (kann man eig. nicht nennen). Was die kann könnt ihr ja mal selber herausfinden.
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07/23/2010, 15:02
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#8
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ich hab noch ne frage was ist eine Sentiwall?
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07/23/2010, 15:03
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#9
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Quote:
Originally Posted by Kasukiro
ich hab noch ne frage was ist eine Sentiwall?
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Sieht aus wie SentiNell, nur das die SentiWall(auch bekannt als SentiForce) die gegner weg pusht .
SentryGun als ImbaForce!
Code:
currSentryGun = SentryGunAttribIndexer:GetCreateSentryGunAttrib( SENTRYGUNATTRIB_SENTRYGUN );
currSentryGun:SetName ( GetString( "NAME_SENTRYGUN" ) );
currSentryGun:SetBoundSize ( 150.0, 240.0 );
currSentryGun:SetRange ( 90000.0, 360.0, 360.0 );
currSentryGun:SetSceneFileName ( "Resources/Model/Weapon/sentiwall.scn" );
currSentryGun:SetCreationSequence ( "", "Resources/Sound/bsentrygun_loading.ogg" );
currSentryGun:SetTargetSearchSequence ( "Resources/Effects/skill_hacker_sentrygun_2_waiting.seq", "" );
currSentryGun:SetTargetDetectSequence ( "Resources/Effects/weapon_sentwall_attack.seq", "Resources/Sound/bsentrygun_blast.ogg" );
currSentryGun:SetDestructionSequence ( "Resources/Effects/mapeffect_blast_glass.seq", "Resources/Sound/bsentrygun_die.ogg" );
currSentryGun:SetTime ( 500, 1, 3000, 1, 1 ); -- ( u32 uiAttackTime, u32 uiCreationTime, u32 uiDestuctionTime, u32 uiFindTargetTerm, u32 uiReloadTime )
currSentryGun:SetAttack ( ATTACK_STYLE_SENTIWALL, 500, 300, 0, 0 ); -- ( u32 uiCollisionTimeStart, u32 uiCollisionTimePeriod, u32 uiDamageDelay, float fDamageOnce );
currSentryGun:SetEnableHeadRotation ( true );
currSentryGun:SetHP ( -1 );
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07/23/2010, 15:07
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#10
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MrSm1th kannst pls ein VID machen xD ? weils bissel doof erklärt is ^^
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07/23/2010, 15:30
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#11
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Quote:
Originally Posted by Honeysweet
Sieht aus wie SentiNell, nur das die SentiWall(auch bekannt als SentiForce) die gegner weg pusht .
SentryGun als ImbaForce!
Code:
currSentryGun = SentryGunAttribIndexer:GetCreateSentryGunAttrib( SENTRYGUNATTRIB_SENTRYGUN );
currSentryGun:SetName ( GetString( "NAME_SENTRYGUN" ) );
currSentryGun:SetBoundSize ( 150.0, 240.0 );
currSentryGun:SetRange ( 90000.0, 360.0, 360.0 );
currSentryGun:SetSceneFileName ( "Resources/Model/Weapon/sentiwall.scn" );
currSentryGun:SetCreationSequence ( "", "Resources/Sound/bsentrygun_loading.ogg" );
currSentryGun:SetTargetSearchSequence ( "Resources/Effects/skill_hacker_sentrygun_2_waiting.seq", "" );
currSentryGun:SetTargetDetectSequence ( "Resources/Effects/weapon_sentwall_attack.seq", "Resources/Sound/bsentrygun_blast.ogg" );
currSentryGun:SetDestructionSequence ( "Resources/Effects/mapeffect_blast_glass.seq", "Resources/Sound/bsentrygun_die.ogg" );
currSentryGun:SetTime ( 500, 1, 3000, 1, 1 ); -- ( u32 uiAttackTime, u32 uiCreationTime, u32 uiDestuctionTime, u32 uiFindTargetTerm, u32 uiReloadTime )
currSentryGun:SetAttack ( ATTACK_STYLE_SENTIWALL, 500, 300, 0, 0 ); -- ( u32 uiCollisionTimeStart, u32 uiCollisionTimePeriod, u32 uiDamageDelay, float fDamageOnce );
currSentryGun:SetEnableHeadRotation ( true );
currSentryGun:SetHP ( -1 );
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wo muss ich das einfügen? sorry für dumme frage
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07/23/2010, 15:37
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#12
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glaub bei sentrygunatribinder.lua oda wie das heißt
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07/23/2010, 15:41
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#13
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Naja...Res Tool wird bestimmt bald wieder gefixt -.-
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07/23/2010, 16:02
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#14
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und wie solln se des machn?
in dem se n programm machn was alles ressourcen auf veränderungen absucht?
da würde das spiel ja ne halbe stunde laden
ich glaub dis könn se nich fixen
außer sie verschlüsseln die daten besser
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07/23/2010, 16:13
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#15
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Quote:
Originally Posted by kirschke94
und wie solln se des machn?
in dem se n programm machn was alles ressourcen auf veränderungen absucht?
da würde das spiel ja ne halbe stunde laden
ich glaub dis könn se nich fixen
außer sie verschlüsseln die daten besser
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FWatcher ?
HGW ist doch das selbe
einz von beiden sucht nach den veränderungen
Fazit/Facit ka XD (sowas gibts schon)
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