Post: [1.11] Spawning Solid Models C#
05-02-2014, 02:03 AM #1
RatchetBooty
Former Staff
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Here is the Spawning Solid Models code for Ghosts 1.11, I will be updating it every update, credits to seb5594 for the original code and for the 1.11 addresses. If you need any help please feel free to ask in the comments section below. I know it's not much of a release but I just wanted to update it for the people who don't know how and I've tested the code before I uploaded this thread and it works fine :p.

    
public static void MakeSolid(Int32 Entity, String Mapname)
{
RPC.CallFunction(0x0032A518, Entity);
PS3.Extension.WriteByte((UInt32)Entity + 0x101, 4);
UInt32 Brush = 0;
switch (Mapname)
{
case "mp_prisonbreak":
Brush = G_Entity(0x3Cool Man (aka Tustin);
break;
case "mp_dart":
Brush = G_Entity(0x6B);
break;
case "mp_lonestar":
Brush = G_Entity(0x6A);
break;
case "mp_frag":
Brush = G_Entity(0x55);
break;
case "mp_snow":
Brush = G_Entity(0x56);
break;
case "mp_fahrenheit":
Brush = G_Entity(0xACool Man (aka Tustin);
break;
case "mp_hasima":
Brush = G_Entity(0x63);
break;
case "mp_warhawk":
Brush = G_Entity(0x45);
break;
case "mp_sovereign":
Brush = G_Entity(0x72);
break;
case "mp_zebra":
Brush = G_Entity(0x44);
break;
case "mp_skeleton":
Brush = G_Entity(0x3A);
break;
case "mp_chasm":
Brush = G_Entity(0x49);
break;
case "mp_flooded":
Brush = G_Entity(0x57);
break;
case "mp_strikezone":
Brush = G_Entity(0x57);
break;
}
PS3.Extension.WriteUInt32((UInt32)Entity + 0x8C, PS3.Extension.ReadUInt32(Brush + 0x8C));
RPC.CallFunction(0x0059C6D8, Entity);
Or_Int32((UInt32)Entity + 0x11C, PS3.Extension.ReadInt32((UInt32)Entity + 0x11C));
RPC.CallFunction(0x0032A598, Entity);
}
public static UInt32 G_Entity(Int32 clientIndex)
{
return 0x00E03F80 + ((UInt32)clientIndex * 0x280);
}
public static void Or_Int32(UInt32 address, Int32 input)
{
Int32 or = PS3.Extension.ReadInt32(address);
or |= input;
PS3.Extension.WriteInt32(address, or);
}
public static UInt32 G_Spawn()
{
return (uint)RPC.CallFunction(0x0028EFFCool Man (aka Tustin);
}
public static Int32 SpawnModel(String MapName, String ModelName, Single X, Single Y, Single Z, Single Forward = 0, Single Yaw = 0, Single Pitch = 0)
{
UInt32 Ent = G_Spawn();
Byte[] buffer = new Byte[24];
ArrayBuilder Build = new ArrayBuilder(buffer);
Build.Write.SetFloat(0, X);
Build.Write.SetFloat(4, Y);
Build.Write.SetFloat(8, Z);
Build.Write.SetFloat(12, Forward);
Build.Write.SetFloat(16, Yaw);
Build.Write.SetFloat(20, Pitch);
PS3.Extension.WriteBytes((UInt32)Ent + 0x138, buffer);
RPC.CallFunction(0x0028DBEC, Ent, ModelName);
RPC.CallFunction(0x002848B0, Ent);
MakeSolid((int)Ent, MapName);
return (int)Ent;
}


You can use it like this:

    
Byte[] MyOrigin = PS3.Extension.ReadBytes(0x00E03F80 + 0x138, 12);
ArrayBuilder build = new ArrayBuilder(MyOrigin);
Single[] origin = new Single[3];
for (int i = 0; i < 3; i++)
origin[i] = build.Read.GetFloat(i * 4);
SpawnModel("mp_prisonbreak", "com_plasticcase_green_big_us_dirt", origin[0], origin[1], origin[2], 0, 0, 0);


What this will do is the get the origin (x, y, z) of client 0 and spawn a care package on his position, you can replace mp_prisonbreak with the map you are on, or you can have it get the map automatically using Mango_Knife's thread: You must login or register to view this content.. All you would have to do is copy and paste the getmapname function into your code, and then put string map = getMapName(); Then simply replace "mp_prisonbreak" with map.

The following 4 users say thank you to RatchetBooty for this useful post:

▶DaOriginal209◀, Exploited, Mango_Knife
01-29-2015, 01:20 PM #11
how did you found the address for the brushmodels ?
e.g Brush = G_Entity(0x3Cool Man (aka Tustin);
break;
case "mp_dart":
Brush = G_Entity(0x6B);
break;
case "mp_lonestar":
Brush = G_Entity(0x6A);
01-29-2015, 06:23 PM #12
SONYS✮NIGHTMARE
League Champion
Originally posted by mike505 View Post
how did you found the address for the brushmodels ?
e.g Brush = G_Entity(0x3Cool Man (aka Tustin);
break;
case "mp_dart":
Brush = G_Entity(0x6B);
break;
case "mp_lonestar":
Brush = G_Entity(0x6A);


Lmaoooooo

Fail
01-29-2015, 06:47 PM #13
Originally posted by NIGHTMARE View Post
Lmaoooooo

Fail


Oh man,
what is false with you ?

and what should be the "Fail" in my Post ?

The following user thanked mike505 for this useful post:

One
01-30-2015, 01:41 AM #14
One
At least I can fight
Originally posted by NIGHTMARE View Post
Lmaoooooo

Fail

whats so funny and hows it a 'fail' his just asking rather than copy+pasting like you.
01-30-2015, 01:44 AM #15
One
At least I can fight
Originally posted by mike505 View Post
how did you found the address for the brushmodels ?
e.g Brush = G_Entity(0x3Cool Man (aka Tustin);
break;
case "mp_dart":
Brush = G_Entity(0x6B);
break;
case "mp_lonestar":
Brush = G_Entity(0x6A);

G_Entity and G_SetModel, their both on my thread.
01-30-2015, 06:43 AM #16
Originally posted by one View Post
G_Entity and G_SetModel, their both on my thread.



Not that.

I want to know how they found the Brushmodel Offset for each Map (e.g. mp_dart = G_Entity(0x6B)

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