thanks, good guide can also put sunrise and sunset:D:handsdown::handsdown:
Quote:
Hahaha,
Also on my must, if I do not mistake me this is the packts?
Code://Weather Effects (rain, snow, leaves, confetti, etc) [probobly wrong] public byte[] Packet0x3f8(uint UID, uint dwParam, ushort wParam1, ushort wParam2, ushort wParam3, ushort ID) { byte[] Buffer = new byte[24]; fixed (byte* lpBuffer = Buffer) { *((ushort*)(lpBuffer)) = 24; *((ushort*)(lpBuffer + 2)) = 0x3f8; *((uint*)(lpBuffer + 4)) = (uint)Environment.TickCount; *((uint*)(lpBuffer + 8)) = UID; *((uint*)(lpBuffer + 12)) = dwParam; *((ushort*)(lpBuffer + 16)) = wParam1; *((ushort*)(lpBuffer + 18)) = wParam2; *((ushort*)(lpBuffer + 20)) = wParam3; *((ushort*)(lpBuffer + 22)) = ID; } return Buffer; } //Color v.2 public byte[] Packet0x3f2(uint UID, uint dwParam, ushort wParam1, ushort wParam2, ushort wParam3, ushort ID) { byte[] Buffer = new byte[24]; fixed (byte* lpBuffer = Buffer) { *((ushort*)(lpBuffer)) = 24; *((ushort*)(lpBuffer + 2)) = 0x3f2; *((uint*)(lpBuffer + 4)) = (uint)Environment.TickCount; *((uint*)(lpBuffer + 8)) = UID; *((uint*)(lpBuffer + 12)) = dwParam; *((ushort*)(lpBuffer + 16)) = wParam1; *((ushort*)(lpBuffer + 18)) = wParam2; *((ushort*)(lpBuffer + 20)) = wParam3; *((ushort*)(lpBuffer + 22)) = ID; } return Buffer; }