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YRClasses - Printable Version +- Renegade Projects Network Forums (https://forums.renegadeprojects.com) +-- Forum: Inject the Battlefield (https://forums.renegadeprojects.com/forumdisplay.php?fid=60) +--- Forum: Old RockPatch Discussions (https://forums.renegadeprojects.com/forumdisplay.php?fid=59) +--- Thread: YRClasses (/showthread.php?tid=262) Pages:
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YRClasses - pd - 05.05.2006 Maybe you remember my little program that had a treeview with all the classes of YR I knew. It has developped extremely and now it's my main database of information about intern YR. I'm attaching it for people who are interested and maybe for backup, you never know what my HDD is up to... (it's all fine atm though) Oh BTW, DCoder or Renegade, if you read this, please enable RAR files to be uploaded RE: YRClasses - Renegade - 05.05.2006 application/rar added to attachment types list. RE: YRClasses - Guest - 05.05.2006 DropPodLocomotion_desc.txt , i heard that dropod didint workd in ra2, or? RE: YRClasses - pd - 05.05.2006 the locomotion class for droppods is still in. I've heard they work using map triggers. however, Veinhole monster class is also still in, it doesn't mean it actually works. this is just a breakdown of the classes and their member variables (later functions as well) that are in YR, not whether or how they work RE: YRClasses - Blade - 09.05.2006 I've never seen droppods work at all (from trigger or otherwise). The script option that used to make infantry drop in droppods when called as reinforcement in TS makes them arrive by plane in RA2 (even if no plane is part of the task force). However I would like to see droppod reinforcements again, it was pretty cool just having a load of infantry drop from nowhere while clearing the area of units, none of the fake ways of doing in (invisible paradrop planes and such) come near to replicating the effect. RE: YRClasses - Guest - 10.06.2006 pd Wrote:Maybe you remember my little program that had a treeview with all the classes of YR I knew. It is the incomplete list... In Yuri's Revenge about(near) 900 classed (It is counted using RTTI data, lines similar on. Э?AVxxx@@Э To Command and Conquer RE: YRClasses - pd - 11.06.2006 yes but what the heck should i lest the vector classes for? i didn't list file classes either. and lots more that aren't really interesting concerning specific yr hacking. RE: YRClasses - VK - 12.06.2006 But what value of it for " usual people " (which do not sit in IDA in the whole days) To Command and Conquer RE: YRClasses - pd - 12.06.2006 none people who don't have any idea about hacking the game can't use that info, and that info isn't supposed to be used by them. i use it as a reference, anybody else can go through it out of interest. RE:Â Â YRClasses - VK - 12.06.2006 pd Wrote:none It's help me.... I have some records too TechoTypeClass +064h Name (string[48]) +03Dh UIName (string[31]) +060h Csf String (dword) +098h RadialColor(dword) +09Ch Armor Type (dword) (list at 7E4210h) +0A0h Strength (dword) +0A4h Image Load SHP (dword)(SHP) (Image entry) +1E8h NoSpawnAlt(byte) +1F0h CrushSound(dword) from list +1F4h AmbientSound(dword) +1F8h Name of Image (string[25]) +211h AlternateArcticArt(byte) +213H AlphaImage (STRING[25]) +22Ch Theater(byte) +22Dh Crushable(byte) +22Eh Bombable(byte) +22Fh RadarInvisible(byte) +230h Selectable(byte) +231h LegalTarget(byte) +233h Immune(byte) +232h Insignificant(byte) +236h Voxel(byte) +237h NewTheater(byte) +238h HasRadialIndicator(byte) +239h IgnoresFirestorm(byte) +23Ah UseLineTrail(byte) +23Bh LineTrailColor(dword) +240h LineTrailColorDecrement(dword) +2C0h SpecialThreatValue (float) +2C8h MyEffectivenessCoefficient (float) RE: YRClasses - pd - 12.06.2006 name & uiname are members of the abstracttype actually, armors objecttypes and so on and so on objecttypes derive from abstracttypes and technotypes derive from objecttypes... my program covers those. RE:Â Â YRClasses - VK - 12.06.2006 pd Wrote:name & uiname are members of the abstracttype actually, armors objecttypes and so on and so on It is the fast help For instructions of a kind: mov edx, [esi+9Ch] Armor Type (dword) As long you dissasm Command and Conquer 2 engine? RE: YRClasses - pd - 12.06.2006 yes, but 9C doesn't lie in the TechnoType data area but in the ObjectType data area... sure, all the TechnoTypes got the ObjectType members at the same place, but not everything in the game that has an armor is a TechnoType, that's why you should go down to the lowest possible level, which is ObjectType. what's up with C&C2? RE: YRClasses - VK - 12.06.2006 Command and Conquer 2 engine Games build in it: Tiberian Sun FireStorm Red Alert 2 Yuri's Revenge At all of them have IsoMetric map SHP Format type 2 MIX Format 2 BlowFish algo VXL Vehicles OwnerDraw windows controls Expanded engine (rules, art and other INI file) if you dissasm YR you can simple dissasm TS, FS, RA2 RE: YRClasses - pd - 12.06.2006 er, yes. but that class access works like that ([ecx+YY]) in any program. no matter whether CnC or Worms or whatever else uses classes or structures... any other method would be really stupid actually. |