How I build a mod?
Posted 23 January 2012 - 05:50 PM
someone can give me a guide
tnx for helping
Posted 24 January 2012 - 04:54 PM
Then read comments
Posted 24 January 2012 - 05:33 PM
Posted 25 January 2012 - 07:32 AM Edited by YossiBz, 25 January 2012 - 07:44 AM.
1.how I do to can choose with NUM4+NUM6+NUM8+NUM2 and select with NUM5?
2.how I do ultimate Ammo?
Posted 25 January 2012 - 07:51 AM
You add keys just like i have done. Then you can create a method to be executed when you press a key. Look how i toggle god on and off, look how i am setting cops on fire. I look for a key press and then i call a method when that button is pressed. You can write more buttons and more methods. Just keep adding to the script.
OK i updated so go copy again because the one before does not work
Posted 25 January 2012 - 07:57 AM
I mean like the simple native trainer
you can move when you press NUM2
and how I do ultimate Ammo
Posted 25 January 2012 - 08:18 AM Edited by jitsuin, 25 January 2012 - 08:54 AM.
So if i understand right, you want to have a menu with a list of items that you move a cursor to select?
You can display anything you want on screen whenever you want by coding bool variables to become true and false when you press buttons
im not going to write code now but u could do this, when you press 4 and 6 you can add and subtract from an int variable and then you can tell which menu item to draw a cursor when int is a certain value, like if 3 then put an arrow next to item #2, hopefully that's not confusing.
You just have to study some c# and be creative with bool to turn things on and off. its tough but look at my simple example and expand on it. You can state more bool variables at top and look how i keep track of buttons in tick and graphic in perframedraw method. The structure is identical but one is for buttons and executing method and one is for graphics. So if you add buttons ...add graphics...keep the structure consistent
I gave u the answer u just have to keep studying
for unlimited ammo:
|Player.Character.Weapons.DesertEagle.Ammo = 1000;|
do that for every weaponslot, use an ide and add the shdn reference and u can see in the object browser
Posted 25 January 2012 - 08:21 AM
i accidently put Desert_Eagle, that is wrong, it is DesertEagle, look in the object browser when you add reference to your project, you need the scripthookdotnet.dll from the dev kit
Posted 25 January 2012 - 08:23 AM
Posted 25 January 2012 - 08:28 AM Edited by jitsuin, 26 January 2012 - 01:15 AM.
Player.Character.Weapons.DesertEagle.Ammo += 200;
that might work, so whenever u shoot it will add 200 rounds to your ammo, or at least that is what my intention is, never tried it...lol
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