Creating Console Functions
My latest test is creating console functions that call code in the engine
My test was wrapping "GuiTSCtrl::project" into a script function, so you can call it like: playgui.project("0 0 100");. which will return to you where the point "0 0 100" will appear on your screen.
That was largely successful, and I used it to make this thing that puts a 2d box around every player in your view
Edit: another screenshot
My test was wrapping "GuiTSCtrl::project" into a script function, so you can call it like: playgui.project("0 0 100");. which will return to you where the point "0 0 100" will appear on your screen.
That was largely successful, and I used it to make this thing that puts a 2d box around every player in your view
Edit: another screenshot
screen2.JPG
199.3K
screen2.JPG
199.3K
Comments
Here's the code to implement the console function, written for nasm assmbler
The compiled binary is loaded into a new segment that is loaded to a3a000h, and during intialization of other console functions i have t2 call the init function
here's the code to the box player thing, which is largly useless unless you have a modified executable that can do "project" (or a in-script version), and a way of getting the worldbox of the objects of interest
I'm talking about the general population of ConMod.
ServerConnection.GetCount() already works in TGE
so does every group for that matter. in server tree
called by Tree(); (i found that function by accident too )
I just haven't had the time to stab at the game in IDA.
...eh alv *shove* eh, eh....*shove*
As for patching
437462 - listobjects
4376BC - getobject
42E93B - %obj.blah()
getCount already returns the right count.